title: Audio Effects for .NET: EQ, Reverb, Echo, and More description: Complete guide to audio effects in VisioForge SDKs. Includes volume, EQ, echo, reverb, compression, and more effects for cross-platform audio processing. sidebar_label: Audio Effects Reference
Audio Effects Reference¶
This document provides a comprehensive reference for all audio effects available in VisioForge SDKs.
Effect Types and Availability¶
VisioForge provides two types of audio effects with different platform support:
Cross-Platform Effects¶
- Platform Support: Windows, macOS, Linux, iOS, Android
- SDKs: Media Blocks SDK, Video Capture SDK (VideoCaptureCoreX), Media Player SDK (MediaPlayerCoreX)
- Implementation: Cross-platform audio processing
- Location:
VisioForge.Core.Types.X.AudioEffectsnamespace - Usage: Via
AudioEffectsBlockin audio pipelines (Media Blocks SDK) orAudio_Effects_*methods (VideoCaptureCoreX/MediaPlayerCoreX)
Classic DSP Effects (VideoCaptureCore/MediaPlayerCore/VideoEditCore)¶
- Platform Support: Windows only
- SDKs: Video Capture SDK, Media Player SDK, Video Edit SDK
- Implementation: Native DSP processing
- Location:
VisioForge.Core.DSPnamespace - Usage: Via
Audio_Effects_*methods on SDK cores
DirectSound Effects (Windows Classic)¶
- Platform Support: Windows only
- SDKs: Video Capture SDK, Media Player SDK, Video Edit SDK
- Implementation: DirectSound/DirectX-based
- Location:
VisioForge.Core.Types.X._Windows.AudioEffectsnamespace - Usage: Via
Audio_Effects_DS_*methods on SDK cores
Volume and Level Control¶
Volume¶
Availability: ✅ Cross-platform (Media Blocks, VideoCaptureCoreX, MediaPlayerCoreX) | ✅ Classic SDKs (Windows)
Audio Element: volume
Controls the volume level of an audio stream.
Properties: - Level (double): Volume level (0.0 = silence, 1.0 = normal, >1.0 = amplification) - Mute (bool): Mute flag
Typical Usage (Cross-Platform SDKs):
var effect = new VolumeAudioEffect(0.8); // 80% volume
effect.Mute = false;
// Media Blocks SDK
audioEffectsBlock.AddOrUpdate(effect);
// VideoCaptureCoreX / MediaPlayerCoreX
videoCaptureX.Audio_Effects_AddOrUpdate(effect);
Typical Usage (Classic SDKs):
// Handled through SDK audio volume properties
Amplify¶
Availability: ✅ Cross-platform (Media Blocks, VideoCaptureCoreX, MediaPlayerCoreX) | ✅ Classic SDKs (Windows)
Audio Element: audioamplify (Cross-platform)
DSP Class: Amplify (Classic SDKs)
Amplifies audio with configurable clipping methods.
Properties: - Level (double): Amplification factor (1.0 - 10.0) - ClippingMethod: None, Normal, or Soft (Media Blocks only)
Typical Usage (Cross-Platform SDKs):
var effect = new AmplifyAudioEffect(2.0); // Double amplification
effect.ClippingMethod = AmplifyClippingMethod.Normal;
// Media Blocks SDK
audioEffectsBlock.AddOrUpdate(effect);
// VideoCaptureCoreX / MediaPlayerCoreX
videoCaptureX.Audio_Effects_AddOrUpdate(effect);
Typical Usage (Classic SDKs):
// Add via Audio_Effects_Add, then configure
videoCaptureCore.Audio_Effects_Add(0, AudioEffectType.Amplify, "amp", true,
TimeSpan.Zero, TimeSpan.MaxValue);
videoCaptureCore.Audio_Effects_Amplify(0, "amp", 15000, false);
Stereo Processing¶
Balance¶
Audio Element: audiopanorama
Controls stereo balance (left-right panning).
Properties: - Level (double): Balance position (-1.0 = full left, 0.0 = center, +1.0 = full right)
Typical Usage:
var effect = new BalanceAudioEffect(0.3); // Slightly right
Wide Stereo¶
Audio Element: stereo
Enhances stereo width.
Properties: - Level (float): Widening amount (0.01 - 1.0)
Typical Usage:
var effect = new WideStereoAudioEffect();
effect.Level = 0.05f; // Subtle widening
Karaoke¶
Audio Element: audiokaraoke
Removes or reduces center-panned vocals.
Properties: - FilterBand (float): Center frequency (Hz) - FilterWidth (float): Frequency width (Hz) - Level (float): Effect strength (0.0 - 1.0) - MonoLevel (float): Center channel suppression (0.0 - 1.0)
Typical Usage:
var effect = new KaraokeAudioEffect();
effect.FilterBand = 220;
effect.FilterWidth = 100;
Delay and Modulation Effects¶
Echo¶
Audio Element: audioecho
Creates echo/delay effects.
Properties: - Delay (TimeSpan): Echo delay time - MaxDelay (TimeSpan): Maximum delay buffer size - Intensity (float): Echo volume (0.0 - 1.0) - Feedback (float): Echo repetitions (0.0 - 1.0)
Typical Usage:
var effect = new EchoAudioEffect(TimeSpan.FromMilliseconds(250));
effect.Intensity = 0.6f;
effect.Feedback = 0.3f;
Reverberation¶
Audio Element: freeverb
Adds room acoustics and spatial depth.
Properties: - RoomSize (float): Size of simulated room (0.0 - 1.0) - Damping (float): High frequency damping (0.0 - 1.0) - Level (float): Wet/dry mix (0.0 - 1.0) - Width (float): Stereo width (0.0 - 1.0)
Typical Usage:
var effect = new ReverberationAudioEffect();
effect.RoomSize = 0.7f; // Large room
effect.Level = 0.4f;
Flanger¶
Creates sweeping "jet plane" effect.
Properties: - Delay (TimeSpan): Base delay (1-10 ms typical) - Frequency (float): LFO rate (0.1-2 Hz) - PhaseInvert (bool): Invert phase of delayed signal
Typical Usage:
var effect = new FlangerAudioEffect(
TimeSpan.FromMilliseconds(3), // Delay
0.5f, // Frequency
false); // Phase invert
Phaser¶
Creates phase-shifting modulation effect.
Properties: - Depth (byte): Effect depth (0-255) - Frequency (float): LFO frequency - Stages (byte): Number of stages (2-24) - Feedback (byte): Feedback amount - DryWetRatio (byte): Mix ratio (0-255) - StartPhase (float): LFO start phase (radians)
Equalization and Filtering¶
10-Band Equalizer¶
Audio Element: equalizer-10bands
Graphic EQ with fixed frequencies.
Band Frequencies: - Band 0: 29 Hz (Sub-bass) - Band 1: 59 Hz (Bass) - Band 2: 119 Hz (Upper bass) - Band 3: 237 Hz (Low midrange) - Band 4: 474 Hz (Midrange) - Band 5: 947 Hz (Upper midrange) - Band 6: 1889 Hz (Presence) - Band 7: 3770 Hz (Upper presence) - Band 8: 7523 Hz (Brilliance) - Band 9: 15011 Hz (Air)
Gain Range: -24 dB to +12 dB per band
Typical Usage:
double[] levels = new double[10] { 0, 3, 2, 0, -1, 0, 2, 1, 0, -1 };
var effect = new Equalizer10AudioEffect(levels);
Parametric Equalizer¶
Adjustable frequency, Q, and gain per band.
Properties: - Bands: Array of ParametricEqualizerBand (1-64 bands) - Frequency (Hz) - Q (bandwidth) - Gain (dB)
Typical Usage:
var effect = new EqualizerParametricAudioEffect(3);
effect.Bands[0].Frequency = 200;
effect.Bands[0].Q = 1.5;
effect.Bands[0].Gain = -3;
effect.Update();
High-Pass Filter¶
Audio Element: audiocheblimit (Chebyshev) or simple filter
Attenuates frequencies below cutoff.
Properties: - CutOff (uint): Cutoff frequency in Hz
Common Frequencies: - 20-40 Hz: Sub-sonic removal - 60-80 Hz: Rumble removal - 100-150 Hz: Clarity improvement
Low-Pass Filter¶
Attenuates frequencies above cutoff.
Properties: - CutOff (uint): Cutoff frequency in Hz
Common Frequencies: - 15000-20000 Hz: Gentle air reduction - 8000-10000 Hz: Warmth - 3000-5000 Hz: Telephone effect
Band-Pass Filter¶
Passes frequencies within a range.
Properties: - CutOffLow (float): Lower frequency limit - CutOffHigh (float): Upper frequency limit
Notch Filter¶
Attenuates a narrow frequency band.
Properties: - CutOff (uint): Center frequency to attenuate
Typical Usage: Remove hum at 50/60 Hz or feedback frequencies.
Chebyshev Band Pass/Reject¶
Audio Element: audiochebband
Steep filter with configurable characteristics.
Properties: - Mode: Band-pass or Band-reject - LowerFrequency (float): Lower bound (Hz) - UpperFrequency (float): Upper bound (Hz) - Poles (int): Filter order (2-12) - Type (int): Type I or Type II (1 or 2) - Ripple (float): Ripple amount (dB)
Chebyshev Limit (Low-Pass/High-Pass)¶
Audio Element: audiocheblimit
Steep low-pass or high-pass filter.
Properties: - Mode: Low-pass or High-pass - CutOffFrequency (float): Cutoff (Hz) - Poles (int): Filter order (2-12) - Type (int): Type I or Type II (1 or 2) - Ripple (float): Ripple amount (dB)
Dynamic Processing¶
Compressor/Expander¶
Audio Element: audiodynamic
Dynamic range control.
Properties: - Mode: Compressor or Expander - Ratio (double): Compression/expansion ratio - Threshold (double): Activation level (0.0 - 1.0) - Characteristics: Hard knee or Soft knee
Typical Usage:
var effect = new CompressorExpanderAudioEffect();
effect.Mode = AudioCompressorMode.Compressor;
effect.Ratio = 4.0; // 4:1 compression
effect.Threshold = 0.6;
effect.Characteristics = AudioDynamicCharacteristics.SoftKnee;
Pitch and Tempo¶
Pitch Shift¶
Uses SoundTouch algorithm to change pitch without affecting tempo.
Properties: - Pitch (float): Pitch multiplier (0.5 = octave down, 2.0 = octave up)
Musical Intervals: - 0.5 = -12 semitones - 1.059 = +1 semitone - 1.122 = +2 semitones - 2.0 = +12 semitones
Scale Tempo¶
Audio Element: scaletempo
Changes tempo without affecting pitch (WSOLA algorithm).
Properties: - Rate (double): Speed multiplier (0.5 = half speed, 2.0 = double speed) - Stride (TimeSpan): Segment length (default 30ms) - Overlap (double): Overlap percentage (default 0.2) - Search (TimeSpan): Search window (default 14ms)
Typical Usage:
var effect = new ScaleTempoAudioEffect(1.5); // 50% faster
effect.Stride = TimeSpan.FromMilliseconds(25);
Tempo¶
Simple tempo change (may affect pitch).
Frequency Enhancement¶
TrueBass¶
Enhances low frequencies.
Properties: - Frequency (int): Upper frequency limit (Hz) - Volume (ushort): Amplification amount (0-10000)
Typical Usage:
var effect = new TrueBassAudioEffect(100, 5000); // Boost up to 100 Hz
Treble Enhancer¶
Enhances high frequencies.
Properties: - Frequency (int): Lower frequency limit (Hz) - Volume (ushort): Amplification amount (0-10000)
Advanced Effects¶
Dynamic Amplify¶
Automatic level adjustment.
Phase Invert¶
Inverts audio phase.
Usage: Useful for phase cancellation effects or correcting phase issues.
Sound 3D¶
Creates 3D spatial effect.
Properties: - Value (uint): 3D amplification (1-20000, 1000 = bypass)
Channel Order¶
Reorders audio channels.
Down Mix¶
Converts multi-channel to fewer channels.
Fade¶
Fade-in/fade-out effects.
Noise Reduction and Cleanup¶
Remove Silence¶
Audio Element: Custom implementation
Automatically removes silent sections.
Properties: - Threshold (double): Silence detection level (0.0 - 1.0) - Squash (bool): Remove completely (true) or reduce level (false)
Typical Usage:
var effect = new RemoveSilenceAudioEffect("remove-silence");
effect.Threshold = 0.05;
effect.Squash = true;
Audio RNNoise¶
Audio Element: audiornnoise (rsaudiofx plugin)
RNN-based noise reduction.
Properties: - VadThreshold (float): Voice activity detection threshold (0.0 - 1.0)
Typical Usage:
var effect = new AudioRNNoiseAudioEffect(0.5f);
Audio Loud Norm¶
Audio Element: audioloudnorm (rsaudiofx plugin)
EBU R128 loudness normalization.
Properties: - LoudnessTarget (double): Target in LUFS (-70.0 to -5.0, default -24.0) - LoudnessRangeTarget (double): Range in LU (1.0 to 20.0, default 7.0) - MaxTruePeak (double): Max peak in dbTP (-9.0 to 0.0, default -2.0) - Offset (double): Offset gain in LU (-99.0 to 99.0, default 0.0)
Analysis and Measurement¶
EBU R128 Level¶
Audio Element: ebur128level (rsaudiofx plugin)
Measures loudness according to EBU R128 standard.
Output: - Momentary loudness (LUFS) - Short-term loudness (LUFS) - Integrated loudness (LUFS)
HRTF Render¶
Audio Element: hrtfrender (rsaudiofx plugin)
Head-Related Transfer Function spatial audio.
Properties: - Azimuth (double): Horizontal direction (degrees) - Elevation (double): Vertical direction (degrees)
Specialized Effects¶
RS Audio Echo¶
Audio Element: rsaudioecho (rsaudiofx plugin)
High-quality echo from rsaudiofx plugin.
Properties: - Delay (int): Delay in milliseconds - Intensity (float): Echo intensity (0-1) - Feedback (float): Feedback amount (0-1)
Csound Filter¶
Audio Element: csoundfilter
Advanced audio synthesis using Csound.
Properties: - CsdPath (string): Path to Csound script file (.csd)
Platform: Requires Csound installation.
DirectSound Effects (Classic SDKs - Windows Only)¶
The following effects are available only in Video Capture SDK, Media Player SDK, and Video Edit SDK on Windows. They use DirectSound/DirectX technology.
DS Chorus¶
Availability: ❌ Media Blocks | ✅ Classic SDKs (Windows only)
Implementation: DirectSound DMO (Dynamic Media Object)
Creates a chorus effect with multiple delayed and modulated copies.
Properties: - WetDryMix (float): Dry/wet mix (0-100) - Depth (float): Modulation depth (0-100) - Feedback (float): Feedback amount (0-100) - Frequency (float): LFO frequency (0-10 Hz) - Waveform: Sine or Triangle - Delay (float): Base delay (0-20 ms) - Phase: Phase relationship for stereo (-180 to 180 degrees)
Typical Usage:
videoCaptureCore.Audio_Effects_DS_Chorus(0, "chorus", true,
wetDryMix: 50, depth: 25, feedback: 25, frequency: 1.1f,
waveform: DSChorusWaveForm.Sine, delay: 16, phase: DSChorusPhase.Phase90);
DS Distortion¶
Availability: ❌ Media Blocks | ✅ Classic SDKs (Windows only)
Implementation: DirectSound DMO
Adds distortion/overdrive to audio signal.
Properties: - Gain (float): Pre-distortion gain (-60 to 0 dB) - Edge (float): Distortion amount (0-100%) - PostEQCenterFrequency (float): Post-EQ center (100-8000 Hz) - PostEQBandwidth (float): Post-EQ bandwidth (100-8000 Hz) - PreLowpassCutoff (float): Pre-distortion lowpass (100-8000 Hz)
Typical Usage:
videoCaptureCore.Audio_Effects_DS_Distortion(0, "distortion", true,
gain: -18, edge: 50, postEQCenterFrequency: 2400,
postEQBandwidth: 2400, preLowpassCutoff: 8000);
DS Gargle¶
Availability: ❌ Media Blocks | ✅ Classic SDKs (Windows only)
Implementation: DirectSound DMO
Creates a gargling/tremolo modulation effect.
Properties: - RateHz (uint): Modulation rate (1-1000 Hz) - WaveShape: Triangle or Square wave
Typical Usage:
videoCaptureCore.Audio_Effects_DS_Gargle(0, "gargle", true,
rateHz: 20, waveShape: DSGargleWaveForm.Triangle);
DS Reverb (I3DL2)¶
Availability: ❌ Media Blocks | ✅ Classic SDKs (Windows only)
Implementation: DirectSound I3DL2 Reverb DMO
Professional reverb with environmental modeling.
Properties: - Room (int): Room effect level (-10000 to 0 mB) - RoomHF (int): High-frequency room effect (-10000 to 0 mB) - RoomRolloffFactor (float): Rolloff factor (0 to 10) - DecayTime (float): Decay time (0.1 to 20 seconds) - DecayHFRatio (float): HF decay ratio (0.1 to 2.0) - Reflections (int): Early reflections (-10000 to 1000 mB) - ReflectionsDelay (float): Reflections delay (0 to 0.3 seconds) - Reverb (int): Late reverb level (-10000 to 2000 mB) - ReverbDelay (float): Reverb delay (0 to 0.1 seconds) - Diffusion (float): Diffusion (0 to 100%) - Density (float): Density (0 to 100%) - HFReference (float): Reference HF (20 to 20000 Hz)
DS Waves Reverb¶
Availability: ❌ Media Blocks | ✅ Classic SDKs (Windows only)
Implementation: DirectSound Waves Reverb DMO
Simplified reverb with basic parameters.
Properties: - InGain (float): Input gain (0 to 96 dB) - ReverbMix (float): Reverb mix (0 to 96 dB) - ReverbTime (float): Reverb time (0.001 to 3000 ms) - HighFreqRTRatio (float): HF reverb time ratio (0.001 to 0.999)
Typical Usage:
videoCaptureCore.Audio_Effects_DS_WavesReverb(0, "reverb", true,
inGain: 0, reverbMix: -10, reverbTime: 1000, highFreqRTRatio: 0.001f);
Platform Availability¶
Most audio effects are available on: - Windows - macOS - Linux - iOS - Android
However, there are important differences between SDK types:
Media Blocks SDK / VideoCaptureCoreX / MediaPlayerCoreX (Cross-Platform)¶
All cross-platform effects are available on all platforms listed above.
Classic SDKs (Windows Only)¶
Video Capture SDK, Media Player SDK, and Video Edit SDK use Windows-only DSP effects.
Platform-specific effects: - Csound Filter: Windows, macOS, Linux only (requires Csound) - RS Audio effects: Requires rsaudiofx plugin - DirectSound effects (Chorus, Distortion, Gargle, Reverb, Waves Reverb): Windows only, Classic SDKs only
Effects Availability Matrix¶
| Effect | Cross-Platform SDKs | Classic SDKs | Platforms |
|---|---|---|---|
| Volume/Level Control | |||
| Volume | ✅ | ✅ | Cross-platform / Windows |
| Amplify | ✅ | ✅ | Cross-platform / Windows |
| Stereo Processing | |||
| Balance | ✅ | ❌ | Cross-platform |
| Wide Stereo | ✅ | ❌ | Cross-platform |
| Karaoke | ✅ | ❌ | Cross-platform |
| Delay and Modulation | |||
| Echo | ✅ | ✅ | Cross-platform / Windows |
| Reverberation (Freeverb) | ✅ | ❌ | Cross-platform |
| Flanger | ✅ | ✅ | Cross-platform / Windows |
| Phaser | ✅ | ✅ | Cross-platform / Windows |
| Pitch and Tempo | |||
| Pitch Shift | ✅ | ✅ | Cross-platform / Windows |
| Scale Tempo | ✅ | ❌ | Cross-platform |
| Tempo | ✅ | ✅ | Cross-platform / Windows |
| Equalization | |||
| Equalizer 10-band | ✅ | ❌ | Cross-platform |
| Equalizer Parametric | ✅ | ✅ | Cross-platform / Windows |
| Filtering | |||
| High-Pass | ✅ | ✅ | Cross-platform / Windows |
| Low-Pass | ✅ | ✅ | Cross-platform / Windows |
| Band-Pass | ✅ | ✅ | Cross-platform / Windows |
| Notch | ✅ | ✅ | Cross-platform / Windows |
| Chebyshev Band Pass/Reject | ✅ | ❌ | Cross-platform |
| Chebyshev Limit | ✅ | ❌ | Cross-platform |
| Dynamic Processing | |||
| Compressor/Expander | ✅ | ❌ | Cross-platform |
| Dynamic Amplify | ✅ | ✅ | Cross-platform / Windows |
| Frequency Enhancement | |||
| TrueBass | ✅ | ✅ | Cross-platform / Windows |
| Treble Enhancer | ✅ | ✅ | Cross-platform / Windows |
| Advanced Effects | |||
| Phase Invert | ✅ | ✅ | Cross-platform / Windows |
| Sound 3D | ✅ | ✅ | Cross-platform / Windows |
| Channel Order | ✅ | ✅ | Cross-platform / Windows |
| Down Mix | ✅ | ✅ | Cross-platform / Windows |
| Fade | ✅ | ✅ | Cross-platform / Windows |
| Noise Reduction | |||
| Remove Silence | ✅ | ❌ | Cross-platform |
| Audio RNNoise | ✅ | ❌ | Cross-platform (requires plugin) |
| Audio Loud Norm | ✅ | ❌ | Cross-platform (requires plugin) |
| Analysis | |||
| EBU R128 Level | ✅ | ❌ | Cross-platform (requires plugin) |
| Spatial Audio | |||
| HRTF Render | ✅ | ❌ | Cross-platform (requires plugin) |
| Specialized | |||
| RS Audio Echo | ✅ | ❌ | Cross-platform (requires plugin) |
| Csound Filter | ✅ | ❌ | Windows/macOS/Linux (requires Csound) |
| DirectSound Effects (Windows Classic Only) | |||
| DS Chorus | ❌ | ✅ | Windows only |
| DS Distortion | ❌ | ✅ | Windows only |
| DS Gargle | ❌ | ✅ | Windows only |
| DS Reverb (I3DL2) | ❌ | ✅ | Windows only |
| DS Waves Reverb | ❌ | ✅ | Windows only |
Legend: - ✅ = Available - ❌ = Not available - Cross-platform SDKs = Media Blocks SDK, Video Capture SDK (VideoCaptureCoreX), Media Player SDK (MediaPlayerCoreX) - Classic SDKs = Video Capture SDK (VideoCaptureCore), Media Player SDK (MediaPlayerCore), Video Edit SDK (VideoEditCore) - Windows only
Audio Elements Reference¶
| Effect | Audio Element | Plugin |
|---|---|---|
| Volume | volume | coreelements |
| Amplify | audioamplify | audiofx |
| Balance | audiopanorama | audiofx |
| Echo | audioecho | audiofx |
| Karaoke | audiokaraoke | audiofx |
| Wide Stereo | stereo | audiofx |
| Reverberation | freeverb | freeverb |
| Equalizer 10-band | equalizer-10bands | audiofx |
| High-Pass | audiocheblimit | audiofx |
| Low-Pass | audiocheblimit | audiofx |
| Chebyshev Band | audiochebband | audiofx |
| Chebyshev Limit | audiocheblimit | audiofx |
| Compressor | audiodynamic | audiofx |
| Scale Tempo | scaletempo | audiofx |
| Pitch Shift | pitch | soundtouch |
| Audio RNNoise | audiornnoise | rsaudiofx |
| Audio Loud Norm | audioloudnorm | rsaudiofx |
| EBU R128 Level | ebur128level | rsaudiofx |
| RS Audio Echo | rsaudioecho | rsaudiofx |
| HRTF Render | hrtfrender | rsaudiofx |
| Csound Filter | csoundfilter | csound |
See Also¶
- Audio Processing and Effects - Block usage examples
- Audio Elements Documentation
- rsaudiofx Plugin