See Also: EnvironmentalReverb Members
A sound generated within a room travels in many directions. The listener first hears the direct sound from the source itself. Later, he or she hears discrete echoes caused by sound bouncing off nearby walls, the ceiling and the floor. As sound waves arrive after undergoing more and more reflections, individual reflections become indistinguishable and the listener hears continuous reverberation that decays over time. Reverb is vital for modeling a listener's environment. It can be used in music applications to simulate music being played back in various environments, or in games to immerse the listener within the game's environment. The EnvironmentalReverb class allows an application to control each reverb engine property in a global reverb environment and is more suitable for games. For basic control, more suitable for music applications, it is recommended to use the Android.Media.Audiofx.PresetReverb class.
An application creates a EnvironmentalReverb object to instantiate and control a reverb engine in the audio framework.
The methods, parameter types and units exposed by the EnvironmentalReverb implementation are directly mapping those defined by the OpenSL ES 1.0.1 Specification (http://www.khronos.org/opensles/) for the SLEnvironmentalReverbItf interface. Please refer to this specification for more details.
The EnvironmentalReverb is an output mix auxiliary effect and should be created on Audio session 0. In order for a MediaPlayer or AudioTrack to be fed into this effect, they must be explicitely attached to it and a send level must be specified. Use the effect ID returned by getId() method to designate this particular effect when attaching it to the MediaPlayer or AudioTrack.
Creating a reverb on the output mix (audio session 0) requires permission NoType:android/Manifest$permission;Href=../../../../reference/android/Manifest.permission.html#MODIFY_AUDIO_SETTINGS
See Android.Media.Audiofx.AudioEffect class for more details on controlling audio effects.