/**************************************************************************
 
 *
 
 * Copyright (c) Microsoft Corporation.  All rights reserved.
 
 *
 
 * File:    xaudio2fx.h
 
 * Content: Declarations for the audio effects included with XAudio2.
 
 *
 
 **************************************************************************/
 
 
 
#ifndef __XAUDIO2FX_INCLUDED__
 
#define __XAUDIO2FX_INCLUDED__
 
 
 
 
 
/**************************************************************************
 
 *
 
 * XAudio2 effect class IDs.
 
 *
 
 **************************************************************************/
 
 
 
#include "comdecl.h"        // For DEFINE_CLSID and DEFINE_IID
 
 
 
// XAudio 2.0 (March 2008 SDK)
 
//DEFINE_CLSID(AudioVolumeMeter, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, E2);
 
//DEFINE_CLSID(AudioVolumeMeter_Debug, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, DB);
 
//DEFINE_CLSID(AudioReverb, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, 63);
 
//DEFINE_CLSID(AudioReverb_Debug, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, DB);
 
 
 
// XAudio 2.1 (June 2008 SDK)
 
//DEFINE_CLSID(AudioVolumeMeter, c1e3f122, a2ea, 442c, 85, 4f, 20, d9, 8f, 83, 57, a1);
 
//DEFINE_CLSID(AudioVolumeMeter_Debug, 6d97a461, b02d, 48ae, b5, 43, 82, bc, 35, fd, fa, e2);
 
//DEFINE_CLSID(AudioReverb, f4769300, b949, 4df9, b3, 33, 00, d3, 39, 32, e9, a6);
 
//DEFINE_CLSID(AudioReverb_Debug, aea2cabc, 8c7c, 46aa, ba, 44, 0e, 6d, 75, 88, a1, f2);
 
 
 
// XAudio 2.2 (August 2008 SDK)
 
//DEFINE_CLSID(AudioVolumeMeter, f5ca7b34, 8055, 42c0, b8, 36, 21, 61, 29, eb, 7e, 30);
 
//DEFINE_CLSID(AudioVolumeMeter_Debug, f796f5f7, 6059, 4a9f, 98, 2d, 61, ee, c2, ed, 67, ca);
 
//DEFINE_CLSID(AudioReverb, 629cf0de, 3ecc, 41e7, 99, 26, f7, e4, 3e, eb, ec, 51);
 
//DEFINE_CLSID(AudioReverb_Debug, 4aae4299, 3260, 46d4, 97, cc, 6c, c7, 60, c8, 53, 29);
 
 
 
// XAudio 2.3 (November 2008 SDK)
 
//DEFINE_CLSID(AudioVolumeMeter, e180344b, ac83, 4483, 95, 9e, 18, a5, c5, 6a, 5e, 19);
 
//DEFINE_CLSID(AudioVolumeMeter_Debug, 922a0a56, 7d13, 40ae, a4, 81, 3c, 6c, 60, f1, 14, 01);
 
//DEFINE_CLSID(AudioReverb, 9cab402c, 1d37, 44b4, 88, 6d, fa, 4f, 36, 17, 0a, 4c);
 
//DEFINE_CLSID(AudioReverb_Debug, eadda998, 3be6, 4505, 84, be, ea, 06, 36, 5d, b9, 6b);
 
 
 
// XAudio 2.4 (March 2009 SDK)
 
//DEFINE_CLSID(AudioVolumeMeter, c7338b95, 52b8, 4542, aa, 79, 42, eb, 01, 6c, 8c, 1c);
 
//DEFINE_CLSID(AudioVolumeMeter_Debug, 524bd872, 5c0b, 4217, bd, b8, 0a, 86, 81, 83, 0b, a5);
 
//DEFINE_CLSID(AudioReverb, 8bb7778b, 645b, 4475, 9a, 73, 1d, e3, 17, 0b, d3, af);
 
//DEFINE_CLSID(AudioReverb_Debug, da7738a2, cd0c, 4367, 9a, ac, d7, ea, d7, c6, 4f, 98);
 
 
 
// XAudio 2.5 (March 2009 SDK)
 
DEFINE_CLSID(AudioVolumeMeter, 2139e6da, c341, 4774, 9a, c3, b4, e0, 26, 34, 7f, 64);
 
DEFINE_CLSID(AudioVolumeMeter_Debug, a5cc4e13, ca00, 416b, a6, ee, 49, fe, e7, b5, 43, d0);
 
DEFINE_CLSID(AudioReverb, d06df0d0, 8518, 441e, 82, 2f, 54, 51, d5, c5, 95, b8);
 
DEFINE_CLSID(AudioReverb_Debug, 613604ec, 304c, 45ec, a4, ed, 7a, 1c, 61, 2e, 9e, 72);
 
 
 
// Ignore the rest of this header if only the GUID definitions were requested
 
#ifndef GUID_DEFS_ONLY
 
 
 
#ifdef _XBOX
 
    #include <xobjbase.h>   // Xbox COM declarations (IUnknown, etc)
 
#else
 
    #include <objbase.h>    // Windows COM declarations
 
#endif
 
#include <math.h>           // For log10()
 
 
 
 
 
// All structures defined in this file should use tight packing
 
#pragma pack(push, 1)
 
 
 
 
 
/**************************************************************************
 
 *
 
 * Effect creation functions.  On Windows, these are just inline functions
 
 * that call CoCreateInstance and Initialize; the XAUDIO2FX_DEBUG flag can
 
 * be used to select the debug version of the effects.  On Xbox, these map
 
 * to real functions included in xaudio2.lib, and the XAUDIO2FX_DEBUG flag
 
 * is ignored; the application must link with the debug library to use the
 
 * debug functionality.
 
 *
 
 **************************************************************************/
 
 
 
// Use default values for some parameters if building C++ code
 
#ifdef __cplusplus
 
    #define DEFAULT(x) =x
 
#else
 
    #define DEFAULT(x)
 
#endif
 
 
 
#define XAUDIO2FX_DEBUG 1   // To select the debug version of an effect
 
 
 
#ifdef _XBOX
 
 
 
    STDAPI CreateAudioVolumeMeter(__deref_out IUnknown** ppApo);
 
    STDAPI CreateAudioReverb(__deref_out IUnknown** ppApo);
 
 
 
    __inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))
 
    {
 
        return CreateAudioVolumeMeter(ppApo);
 
    }
 
 
 
    __inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))
 
    {
 
        return CreateAudioReverb(ppApo);
 
    }
 
 
 
#else // Windows
 
 
 
    __inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))
 
    {
 
        #ifdef __cplusplus
 
            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioVolumeMeter_Debug)
 
                                                              : __uuidof(AudioVolumeMeter),
 
                                    NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);
 
        #else
 
            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioVolumeMeter_Debug
 
                                                              : &CLSID_AudioVolumeMeter,
 
                                    NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);
 
        #endif
 
    }
 
 
 
    __inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))
 
    {
 
        #ifdef __cplusplus
 
            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioReverb_Debug)
 
                                                              : __uuidof(AudioReverb),
 
                                    NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);
 
        #else
 
            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioReverb_Debug
 
                                                              : &CLSID_AudioReverb,
 
                                    NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);
 
        #endif
 
    }
 
 
 
#endif // #ifdef _XBOX
 
 
 
 
 
 
 
/**************************************************************************
 
 *
 
 * Volume meter parameters.
 
 * The volume meter supports FLOAT32 audio formats and must be used in-place.
 
 *
 
 **************************************************************************/
 
 
 
// XAUDIO2FX_VOLUMEMETER_LEVELS: Receives results from GetEffectParameters().
 
// The user is responsible for allocating pPeakLevels, pRMSLevels, and
 
// initializing ChannelCount accordingly.
 
// The volume meter does not support SetEffectParameters().
 
typedef struct XAUDIO2FX_VOLUMEMETER_LEVELS
 
{
 
    float* pPeakLevels;  // Peak levels table: receives maximum absolute level for each channel
 
                         // over a processing pass; may be NULL if pRMSLevls != NULL,
 
                         // otherwise must have at least ChannelCount elements.
 
    float* pRMSLevels;   // Root mean square levels table: receives RMS level for each channel
 
                         // over a processing pass; may be NULL if pPeakLevels != NULL,
 
                         // otherwise must have at least ChannelCount elements.
 
    UINT32 ChannelCount; // Number of channels being processed by the volume meter APO
 
} XAUDIO2FX_VOLUMEMETER_LEVELS;
 
 
 
 
 
 
 
/**************************************************************************
 
 *
 
 * Reverb parameters.
 
 * The reverb supports only FLOAT32 audio with the following channel
 
 * configurations:
 
 *     Input: Mono   Output: Mono
 
 *     Input: Stereo Output: Stereo
 
 *     Input: Stereo Output: 5.1
 
 * The framerate must be within [20000, 48000] Hz.
 
 *
 
 * When configured to mono, delay filters associated with the right channel
 
 * are not executed.  In this case, parameters such as PositionRight and
 
 * PositionMatrixRight have no effect.  This also means the reverb uses
 
 * less CPU when configured to mono.
 
 *
 
 **************************************************************************/
 
 
 
#define XAUDIO2FX_REVERB_MIN_FRAMERATE 20000
 
#define XAUDIO2FX_REVERB_MAX_FRAMERATE 48000
 
 
 
// XAUDIO2FX_REVERB_PARAMETERS: Native parameter set for the reverb effect
 
 
 
typedef struct XAUDIO2FX_REVERB_PARAMETERS
 
{
 
    // ratio of wet (processed) signal to dry (original) signal
 
    float WetDryMix;            // [0, 100] (percentage)
 
 
 
    // Delay times
 
    UINT32 ReflectionsDelay;    // [0, 300] in ms
 
    BYTE ReverbDelay;           // [0, 85] in ms
 
    BYTE RearDelay;             // [0, 5] in ms
 
 
 
    // Indexed parameters
 
    BYTE PositionLeft;          // [0, 30] no units
 
    BYTE PositionRight;         // [0, 30] no units, ignored when configured to mono
 
    BYTE PositionMatrixLeft;    // [0, 30] no units
 
    BYTE PositionMatrixRight;   // [0, 30] no units, ignored when configured to mono
 
    BYTE EarlyDiffusion;        // [0, 15] no units
 
    BYTE LateDiffusion;         // [0, 15] no units
 
    BYTE LowEQGain;             // [0, 12] no units
 
    BYTE LowEQCutoff;           // [0, 9] no units
 
    BYTE HighEQGain;            // [0, 8] no units
 
    BYTE HighEQCutoff;          // [0, 14] no units
 
 
 
    // Direct parameters
 
    float RoomFilterFreq;       // [20, 20000] in Hz
 
    float RoomFilterMain;       // [-100, 0] in dB
 
    float RoomFilterHF;         // [-100, 0] in dB
 
    float ReflectionsGain;      // [-100, 20] in dB
 
    float ReverbGain;           // [-100, 20] in dB
 
    float DecayTime;            // [0.1, inf] in seconds
 
    float Density;              // [0, 100] (percentage)
 
    float RoomSize;             // [1, 100] in feet
 
} XAUDIO2FX_REVERB_PARAMETERS;
 
 
 
 
 
// Maximum, minimum and default values for the parameters above
 
#define XAUDIO2FX_REVERB_MIN_WET_DRY_MIX            0.0f
 
#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_DELAY      0
 
#define XAUDIO2FX_REVERB_MIN_REVERB_DELAY           0
 
#define XAUDIO2FX_REVERB_MIN_REAR_DELAY             0
 
#define XAUDIO2FX_REVERB_MIN_POSITION               0
 
#define XAUDIO2FX_REVERB_MIN_DIFFUSION              0
 
#define XAUDIO2FX_REVERB_MIN_LOW_EQ_GAIN            0
 
#define XAUDIO2FX_REVERB_MIN_LOW_EQ_CUTOFF          0
 
#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_GAIN           0
 
#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_CUTOFF         0
 
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_FREQ       20.0f
 
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_MAIN       -100.0f
 
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_HF         -100.0f
 
#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_GAIN       -100.0f
 
#define XAUDIO2FX_REVERB_MIN_REVERB_GAIN            -100.0f
 
#define XAUDIO2FX_REVERB_MIN_DECAY_TIME             0.1f
 
#define XAUDIO2FX_REVERB_MIN_DENSITY                0.0f
 
#define XAUDIO2FX_REVERB_MIN_ROOM_SIZE              0.0f
 
 
 
#define XAUDIO2FX_REVERB_MAX_WET_DRY_MIX            100.0f
 
#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY      300
 
#define XAUDIO2FX_REVERB_MAX_REVERB_DELAY           85
 
#define XAUDIO2FX_REVERB_MAX_REAR_DELAY             5
 
#define XAUDIO2FX_REVERB_MAX_POSITION               30
 
#define XAUDIO2FX_REVERB_MAX_DIFFUSION              15
 
#define XAUDIO2FX_REVERB_MAX_LOW_EQ_GAIN            12
 
#define XAUDIO2FX_REVERB_MAX_LOW_EQ_CUTOFF          9
 
#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_GAIN           8
 
#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_CUTOFF         14
 
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_FREQ       20000.0f
 
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_MAIN       0.0f
 
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_HF         0.0f
 
#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_GAIN       20.0f
 
#define XAUDIO2FX_REVERB_MAX_REVERB_GAIN            20.0f
 
#define XAUDIO2FX_REVERB_MAX_DENSITY                100.0f
 
#define XAUDIO2FX_REVERB_MAX_ROOM_SIZE              100.0f
 
 
 
#define XAUDIO2FX_REVERB_DEFAULT_WET_DRY_MIX        100.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_DELAY  5
 
#define XAUDIO2FX_REVERB_DEFAULT_REVERB_DELAY       5
 
#define XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY         5
 
#define XAUDIO2FX_REVERB_DEFAULT_POSITION           6
 
#define XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX    27
 
#define XAUDIO2FX_REVERB_DEFAULT_EARLY_DIFFUSION    8
 
#define XAUDIO2FX_REVERB_DEFAULT_LATE_DIFFUSION     8
 
#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_GAIN        8
 
#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_CUTOFF      4
 
#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_GAIN       8
 
#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_CUTOFF     4
 
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_FREQ   5000.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_MAIN   0.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_HF     0.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_GAIN   0.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_REVERB_GAIN        0.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_DECAY_TIME         1.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_DENSITY            100.0f
 
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE          100.0f
 
 
 
 
 
// XAUDIO2FX_REVERB_I3DL2_PARAMETERS: Parameter set compliant with the I3DL2 standard
 
 
 
typedef struct XAUDIO2FX_REVERB_I3DL2_PARAMETERS
 
{
 
    // ratio of wet (processed) signal to dry (original) signal
 
    float WetDryMix;            // [0, 100] (percentage)
 
 
 
    // Standard I3DL2 parameters
 
    INT32 Room;                 // [-10000, 0] in mB (hundredths of decibels)
 
    INT32 RoomHF;               // [-10000, 0] in mB (hundredths of decibels)
 
    float RoomRolloffFactor;    // [0.0, 10.0]
 
    float DecayTime;            // [0.1, 20.0] in seconds
 
    float DecayHFRatio;         // [0.1, 2.0]
 
    INT32 Reflections;          // [-10000, 1000] in mB (hundredths of decibels)
 
    float ReflectionsDelay;     // [0.0, 0.3] in seconds
 
    INT32 Reverb;               // [-10000, 2000] in mB (hundredths of decibels)
 
    float ReverbDelay;          // [0.0, 0.1] in seconds
 
    float Diffusion;            // [0.0, 100.0] (percentage)
 
    float Density;              // [0.0, 100.0] (percentage)
 
    float HFReference;          // [20.0, 20000.0] in Hz
 
} XAUDIO2FX_REVERB_I3DL2_PARAMETERS;
 
 
 
 
 
// ReverbConvertI3DL2ToNative: Utility function to map from I3DL2 to native parameters
 
 
 
__inline void ReverbConvertI3DL2ToNative
 
(
 
    __in const XAUDIO2FX_REVERB_I3DL2_PARAMETERS* pI3DL2,
 
    __out XAUDIO2FX_REVERB_PARAMETERS* pNative
 
)
 
{
 
    float reflectionsDelay;
 
    float reverbDelay;
 
 
 
    // RoomRolloffFactor is ignored
 
 
 
    // These parameters have no equivalent in I3DL2
 
    pNative->RearDelay = XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY; // 5
 
    pNative->PositionLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6
 
    pNative->PositionRight = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6
 
    pNative->PositionMatrixLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27
 
    pNative->PositionMatrixRight = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27
 
    pNative->RoomSize = XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE; // 100
 
    pNative->LowEQCutoff = 4;
 
    pNative->HighEQCutoff = 6;
 
 
 
    // The rest of the I3DL2 parameters map to the native property set
 
    pNative->RoomFilterMain = (float)pI3DL2->Room / 100.0f;
 
    pNative->RoomFilterHF = (float)pI3DL2->RoomHF / 100.0f;
 
 
 
    if (pI3DL2->DecayHFRatio >= 1.0f)
 
    {
 
        INT32 index = (INT32)(-4.0 * log10(pI3DL2->DecayHFRatio));
 
        if (index < -8) index = -8;
 
        pNative->LowEQGain = (BYTE)((index < 0) ? index + 8 : 8);
 
        pNative->HighEQGain = 8;
 
        pNative->DecayTime = pI3DL2->DecayTime * pI3DL2->DecayHFRatio;
 
    }
 
    else
 
    {
 
        INT32 index = (INT32)(4.0 * log10(pI3DL2->DecayHFRatio));
 
        if (index < -8) index = -8;
 
        pNative->LowEQGain = 8;
 
        pNative->HighEQGain = (BYTE)((index < 0) ? index + 8 : 8);
 
        pNative->DecayTime = pI3DL2->DecayTime;
 
    }
 
 
 
    reflectionsDelay = pI3DL2->ReflectionsDelay * 1000.0f;
 
    if (reflectionsDelay >= XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY) // 300
 
    {
 
        reflectionsDelay = (float)(XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY - 1);
 
    }
 
    else if (reflectionsDelay <= 1)
 
    {
 
        reflectionsDelay = 1;
 
    }
 
    pNative->ReflectionsDelay = (UINT32)reflectionsDelay;
 
 
 
    reverbDelay = pI3DL2->ReverbDelay * 1000.0f;
 
    if (reverbDelay >= XAUDIO2FX_REVERB_MAX_REVERB_DELAY) // 85
 
    {
 
        reverbDelay = (float)(XAUDIO2FX_REVERB_MAX_REVERB_DELAY - 1);
 
    }
 
    pNative->ReverbDelay = (BYTE)reverbDelay;
 
 
 
    pNative->ReflectionsGain = pI3DL2->Reflections / 100.0f;
 
    pNative->ReverbGain = pI3DL2->Reverb / 100.0f;
 
    pNative->EarlyDiffusion = (BYTE)(15.0f * pI3DL2->Diffusion / 100.0f);
 
    pNative->LateDiffusion = pNative->EarlyDiffusion;
 
    pNative->Density = pI3DL2->Density;
 
    pNative->RoomFilterFreq = pI3DL2->HFReference;
 
 
 
    pNative->WetDryMix = pI3DL2->WetDryMix;
 
}
 
 
 
 
 
/**************************************************************************
 
 *
 
 * Standard I3DL2 reverb presets (100% wet).
 
 *
 
 **************************************************************************/
 
 
 
#define XAUDIO2FX_I3DL2_PRESET_DEFAULT         {100,-10000,    0,0.0f, 1.00f,0.50f,-10000,0.020f,-10000,0.040f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_GENERIC         {100, -1000, -100,0.0f, 1.49f,0.83f, -2602,0.007f,   200,0.011f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_PADDEDCELL      {100, -1000,-6000,0.0f, 0.17f,0.10f, -1204,0.001f,   207,0.002f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_ROOM            {100, -1000, -454,0.0f, 0.40f,0.83f, -1646,0.002f,    53,0.003f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_BATHROOM        {100, -1000,-1200,0.0f, 1.49f,0.54f,  -370,0.007f,  1030,0.011f,100.0f, 60.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_LIVINGROOM      {100, -1000,-6000,0.0f, 0.50f,0.10f, -1376,0.003f, -1104,0.004f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_STONEROOM       {100, -1000, -300,0.0f, 2.31f,0.64f,  -711,0.012f,    83,0.017f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_AUDITORIUM      {100, -1000, -476,0.0f, 4.32f,0.59f,  -789,0.020f,  -289,0.030f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_CONCERTHALL     {100, -1000, -500,0.0f, 3.92f,0.70f, -1230,0.020f,    -2,0.029f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_CAVE            {100, -1000,    0,0.0f, 2.91f,1.30f,  -602,0.015f,  -302,0.022f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_ARENA           {100, -1000, -698,0.0f, 7.24f,0.33f, -1166,0.020f,    16,0.030f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_HANGAR          {100, -1000,-1000,0.0f,10.05f,0.23f,  -602,0.020f,   198,0.030f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_CARPETEDHALLWAY {100, -1000,-4000,0.0f, 0.30f,0.10f, -1831,0.002f, -1630,0.030f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_HALLWAY         {100, -1000, -300,0.0f, 1.49f,0.59f, -1219,0.007f,   441,0.011f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_STONECORRIDOR   {100, -1000, -237,0.0f, 2.70f,0.79f, -1214,0.013f,   395,0.020f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_ALLEY           {100, -1000, -270,0.0f, 1.49f,0.86f, -1204,0.007f,    -4,0.011f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_FOREST          {100, -1000,-3300,0.0f, 1.49f,0.54f, -2560,0.162f,  -613,0.088f, 79.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_CITY            {100, -1000, -800,0.0f, 1.49f,0.67f, -2273,0.007f, -2217,0.011f, 50.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_MOUNTAINS       {100, -1000,-2500,0.0f, 1.49f,0.21f, -2780,0.300f, -2014,0.100f, 27.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_QUARRY          {100, -1000,-1000,0.0f, 1.49f,0.83f,-10000,0.061f,   500,0.025f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_PLAIN           {100, -1000,-2000,0.0f, 1.49f,0.50f, -2466,0.179f, -2514,0.100f, 21.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_PARKINGLOT      {100, -1000,    0,0.0f, 1.65f,1.50f, -1363,0.008f, -1153,0.012f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_SEWERPIPE       {100, -1000,-1000,0.0f, 2.81f,0.14f,   429,0.014f,   648,0.021f, 80.0f, 60.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_UNDERWATER      {100, -1000,-4000,0.0f, 1.49f,0.10f,  -449,0.007f,  1700,0.011f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_SMALLROOM       {100, -1000, -600,0.0f, 1.10f,0.83f,  -400,0.005f,   500,0.010f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_MEDIUMROOM      {100, -1000, -600,0.0f, 1.30f,0.83f, -1000,0.010f,  -200,0.020f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_LARGEROOM       {100, -1000, -600,0.0f, 1.50f,0.83f, -1600,0.020f, -1000,0.040f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_MEDIUMHALL      {100, -1000, -600,0.0f, 1.80f,0.70f, -1300,0.015f,  -800,0.030f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_LARGEHALL       {100, -1000, -600,0.0f, 1.80f,0.70f, -2000,0.030f, -1400,0.060f,100.0f,100.0f,5000.0f}
 
#define XAUDIO2FX_I3DL2_PRESET_PLATE           {100, -1000, -200,0.0f, 1.30f,0.90f,     0,0.002f,     0,0.010f,100.0f, 75.0f,5000.0f}
 
 
 
 
 
// Undo the #pragma pack(push, 1) at the top of this file
 
#pragma pack(pop)
 
 
 
#endif // #ifndef GUID_DEFS_ONLY
 
#endif // #ifndef __XAUDIO2FX_INCLUDED__