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I'm using XNA 4.0 and trying to reproduce an "underwater effect" for every sound played.

How can I apply an effect to a sound, and what effect should I use to make it sound like as if the player is underwater while hearing it?

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    \$\begingroup\$ A low-pass filter might work, but I don't know how to do that in XNA. \$\endgroup\$ – Anko Dec 16 '13 at 16:03
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DynamicSoundEfectInstance might be a good start.

Load the sound into a buffer from a file, then apply a custom low-pass filter to it.

See this question for more detailed information on adjusting audio in XNA.

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