RavEngine
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RavEngine::AudioGraphAsset Class Reference

#include <AudioGraphAsset.hpp>

Collaboration diagram for RavEngine::AudioGraphAsset:
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Public Member Functions

 AudioGraphAsset (uint8_t nchannels)
 
void Render (PlanarSampleBufferInlineView &inout, PlanarSampleBufferInlineView &scratchBuffer, uint8_t nchannels)
 

Public Attributes

LinkedList< std::shared_ptr< AudioFilterLayer > > filters
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ AudioGraphAsset()

AudioGraphAsset::AudioGraphAsset ( uint8_t  nchannels)

Create an AudioGraphAsset.

Parameters
nchannelsthe 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.

Member Function Documentation

◆ Render()

void AudioGraphAsset::Render ( PlanarSampleBufferInlineView &  inout,
PlanarSampleBufferInlineView &  scratchBuffer,
uint8_t  nchannels 
)

Render the graph given input samples

Parameters
inoutinput samples
scratchbuffer
nchannelsthe number of channels in the buffers
Postcondition
inout will be swapped with scratchBuffer. This is why they are passed by reference.

The documentation for this class was generated from the following files: