Un4seen.Bass.AddOn.FxBASS_BFX_COMPRESSOR
Namespace: Un4seen.Bass.AddOn.Fx
Assembly: Bass.Net (in Bass.Net.dll) Version: 2.4.17.2
[SerializableAttribute] [StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Ansi)] public class BASS_BFX_COMPRESSOR
The BASS_BFX_COMPRESSOR type exposes the following members.
Name | Description | |
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![]() | BASS_BFX_COMPRESSOR |
Default constructor
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![]() | BASS_BFX_COMPRESSOR(Single, Single, Single) |
Constructor already setting the members
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![]() | BASS_BFX_COMPRESSOR(Single, Single, Single, BASSFXChan) |
Constructor already setting the members
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Name | Description | |
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![]() | Preset_50Attack15msRelease1sec |
Sets the instance members to a preset.
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![]() | Preset_80Attack1msRelease05sec |
Sets the instance members to a preset.
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![]() | Preset_Hard |
Sets the instance members to a preset.
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![]() | Preset_Medium |
Sets the instance members to a preset.
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![]() | Preset_Soft |
Sets the instance members to a preset.
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![]() | Preset_SoftHigh |
Sets the instance members to a preset.
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Name | Description | |
---|---|---|
![]() | fAttacktime |
Attack time in ms (0<...1000). Default = 0.
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![]() | fReleasetime |
Release time in ms (0<...5000). Default = 0.
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![]() | fThreshold |
Compressor threshold (0...+1). Default = 0.
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![]() | lChannel |
A BASSFXChan flag to define on which channels to apply the effect.
Default: -1 (BASS_FX_DSP_CHANALL) - all channels. |
Compressors are commonly used in recording to control the level, by making loud passages quieter, and quiet passages louder. This is useful in allowing a vocalist to sing quiet and loud for different emphasis, and always be heard clearly in the mix. Compression is generally applied to guitar to give clean sustain, where the start of a note is "squashed" with the gain automatically increased as the not fades away. Compressors take a short time to react to a picked note, and it can be difficult to find settings that react quickly enough to the volume change without killing the natural attack sound of your guitar.
The fThreshold sets the level above which volume is cut, and below which volume is boosted. This is usually achieved simply by increasing the internal gain, so it really controls the amount of perceived sustain. The fAttacktime controls how fast the unit responds to volume increases. The fReleasetime controls how slowly the unit responds to decreasing volume.