See Also: PresetReverb 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 PresetReverb class allows an application to configure the global reverb using a reverb preset. This is primarily used for adding some reverb in a music playback context. Applications requiring control over a more advanced environmental reverb are advised to use the Android.Media.Audiofx.EnvironmentalReverb class.
An application creates a PresetReverb object to instantiate and control a reverb engine in the audio framework.
The methods, parameter types and units exposed by the PresetReverb implementation are directly mapping those defined by the OpenSL ES 1.0.1 Specification (http://www.khronos.org/opensles/) for the SLPresetReverbItf interface. Please refer to this specification for more details.
The PresetReverb 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.