```cs public class EAXReverbResults { // Linear gain applied per meter of distance for high-frequency air absorption (0.892–1) public float AirAbsorptionGainHF; // Whether to limit high-frequency decay time to the air absorption limit (0 or 1) public int DecayHFLimit; // Ratio of high-frequency decay time to mid-frequency decay time (0.1–2) public float DecayHFRatio; // Ratio of low-frequency decay time to mid-frequency decay time (0.1–2) public float DecayLFRatio; // Reverberation decay time at mid frequencies, in seconds (0.1–20) public float DecayTime; // Modal density of the late reverberation (0–1) public float Density; // Echo diffusion of the late reverberation (0–1) public float Diffusion; // Amplitude of the echo effect (0–1) public float EchoDepth; // Cycling time of the echo effect, in seconds (0.075–0.25) public float EchoTime; // Per-slot gain applied to the OpenAL effect slots. This is only calculated for emitters with HasReverbPan set to true public Dictionary<Emitter, float> EffectSlotGain; public override bool Equals(object obj); // Overall linear gain of the reverb (0–1) public float Gain; // High-frequency gain of the reverb (0–1) public float GainHF; // Low-frequency gain of the reverb (0–1) public float GainLF; public override int GetHashCode(); // Reference frequency for high-frequency decay ratio, in Hz (1000–20000) public float HFReference; // Delay of late reverberation relative to early reflections, in seconds (0–0.1) public float LateReverbDelay; // Linear gain of late reverberation (0–10) public float LateReverbGain; // Reference frequency for low-frequency decay ratio, in Hz (20–1000) public float LFReference; // Amplitude of the modulation effect (0–1) public float ModulationDepth; // Cycling time of the modulation effect, in seconds (0.04–4) public float ModulationTime; // The world-direction that both reflections and late reverb should be heard from. This is only calculated for emitters with HasReverbPan set to true public Dictionary<Emitter, Vector3F> Pan; // Delay before early reflections are heard, in seconds (0–0.3) public float ReflectionsDelay; // Linear gain of early reflections (0–3.16) public float ReflectionsGain; // Rolloff factor for reflected sound sources (0–10) public float RoomRolloffFactor; } ```