EffectDescription.GuidEffectClass Property (Microsoft.DirectX.DirectSound)
How Do I...?
- Add Effects to a SecondaryBuffer Object
Retrieves and sets the class identifier of the effect.
Definition
Visual Basic Public Property GuidEffectClass As Guid C# public Guid GuidEffectClass { get; set; } C++ public:
property Guid GuidEffectClass {
Guid get();
void set(Guid value);
}JScript public function get GuidEffectClass() : Guid
public function set GuidEffectClass(Guid);
Property Value
System.Guid
The class identifier of the effect.This property is read/write.
Remarks
When setting effects to a sound buffer, use the DSoundHelper class to get the globally unique identifier (GUID) for this property.
How Do I...?
Add Effects to a SecondaryBuffer Object
This C# example demonstrates how to add effect objects to a SecondaryBuffer object.
[C#] //Create and setup the sound device. Device dev = new Device(); dev.SetCooperativeLevel(this,CooperativeLevel.Normal); //Create and setup the buffer description. BufferDescription buffer_desc = new BufferDescription(); buffer_desc.ControlEffects = true; //this has to be true to use effects. buffer_desc.GlobalFocus = true; //play sound even if application loses focus. //Create and setup the buffer for playing the sound. SecondaryBuffer buffer = new SecondaryBuffer( @"C:\WINDOWS\Media\ding.wav", buffer_desc, dev); //Create an array of effects descriptions, //set the effect objects to echo and chorus and //set it in the buffer. EffectDescription[] effects = new EffectDescription[2]; effects[0].GuidEffectClass = DSoundHelper.StandardEchoGuid; effects[1].GuidEffectClass = DSoundHelper.StandardChorusGuid; buffer.SetEffects(effects); //Play Buffer. buffer.Play(0,BufferPlayFlags.Default);