﻿namespace NAudio.Dmo.Effect
{
    /// <summary>
    /// I3DL2 Reverberation Presets
    /// </summary>
    public enum I3DL2EnvironmentPreset
    {
        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_DEFAULT
        /// </summary>
        Default = 0,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_GENERIC
        /// </summary>
        Generic = 1,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_PADDEDCELL
        /// </summary>
        PaddedCell = 2,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_ROOM
        /// </summary>
        Room= 3,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_BATHROOM
        /// </summary>
        Bathroom= 4,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_LIVINGROOM
        /// </summary>
        LivingRoom = 5,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_STONEROOM
        /// </summary>
        StoneRoom = 6,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_AUDITORIUM
        /// </summary>
        Auditorium = 7,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_CONCERTHALL
        /// </summary>
        ConcertHall = 8,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_CAVE
        /// </summary>
        Cave = 9,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_ARENA
        /// </summary>
        Arena = 10,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_HANGAR
        /// </summary>
        Hangar = 11,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_CARPETEDHALLWAY
        /// </summary>
        CarpetedHallway = 12,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_HALLWAY
        /// </summary>
        Hallway = 13,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_STONECORRIDOR
        /// </summary>
        StoneCorridor = 14,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_ALLEY
        /// </summary>
        Alley = 15,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_FOREST
        /// </summary>
        Forest = 16,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_CITY
        /// </summary>
        City = 17,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_MOUNTAINS
        /// </summary>
        Mountains = 18,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_QUARRY
        /// </summary>
        Quarry = 19,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_PLAIN
        /// </summary>
        Plain = 20,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_PARKINGLOT
        /// </summary>
        ParkingLot = 21,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_SEWERPIPE
        /// </summary>
        SewerPipe = 22,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_UNDERWATER
        /// </summary>
        UnderWater = 23,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_SMALLROOM
        /// </summary>
        SmallRoom = 24,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_MEDIUMROOM
        /// </summary>
        MediumRoom = 25,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_LARGEROOM
        /// </summary>
        LargeRoom = 26,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_MEDIUMHALL
        /// </summary>
        MediumHall = 27,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_LARGEHALL
        /// </summary>
        LargeHall = 28,

        /// <summary>
        /// DSFX_I3DL2_ENVIRONMENT_PRESET_PLATE
        /// </summary>
        Plate = 29
    }
}