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RavEngine
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#include <AudioGraphAsset.hpp>
Public Member Functions | |
| AudioGraphAsset (uint8_t nchannels) | |
| void | Render (PlanarSampleBufferInlineView &inout, PlanarSampleBufferInlineView &scratchBuffer, uint8_t nchannels) |
Public Attributes | |
| LinkedList< std::shared_ptr< AudioFilterLayer > > | filters |
Represents an audio effect stack. Effects are processed in insertion order, with the results of Effect N passed as the input to Effect N+1.
| AudioGraphAsset::AudioGraphAsset | ( | uint8_t | nchannels | ) |
Create an AudioGraphAsset.
| nchannels | the number of channels. It is dependent on where you want to use this Asset. If you are using it on point sources, then nchannels should be 1, because pre-spatialized audio is mono. If you are using it after all spatialization is complete, like on the AudioListener, or you are using it on an AmbientAudioSource in which case no processing occurred, then nchannels should be set to the number of output channels for your application. If you are using this asset for something else, then set nchannels accordingly. |
| void AudioGraphAsset::Render | ( | PlanarSampleBufferInlineView & | inout, |
| PlanarSampleBufferInlineView & | scratchBuffer, | ||
| uint8_t | nchannels | ||
| ) |
Render the graph given input samples
| inout | input samples |
| scratch | buffer |
| nchannels | the number of channels in the buffers |