Example #1
0
        void LateUpdate()
        {
            if (OverrideForward != Vector3.zero)
            {
                RealListener.forward = !LocalForward?OverrideForward:transform.TransformVector(OverrideForward);
            }
            else
            {
                RealListener.localEulerAngles = Vector3.zero;
            }

            RealListener.position = transform.position + PositionOffset;


            if (globalIndex != -1)
            {
                MultiPoolAudioSystem.audioManager.listenersPositions [globalIndex] = RealListener.position;
                MultiPoolAudioSystem.audioManager.listenersForwards [globalIndex]  = RealListener.forward;
            }

            if (ReverbPreset == AudioReverbPreset.User)
            {
                ReverbPreset = AudioReverbPreset.Generic;
            }
        }
Example #2
0
 public void DoEditWidgets(WidgetRow widgetRow)
 {
     if (widgetRow.ButtonText("Setup from preset...", "Set up the reverb filter from a preset.", true, false))
     {
         List <FloatMenuOption> list       = new List <FloatMenuOption>();
         IEnumerator            enumerator = Enum.GetValues(typeof(AudioReverbPreset)).GetEnumerator();
         try
         {
             while (enumerator.MoveNext())
             {
                 object            obj = enumerator.Current;
                 AudioReverbPreset audioReverbPreset = (AudioReverbPreset)obj;
                 if (audioReverbPreset != AudioReverbPreset.User)
                 {
                     AudioReverbPreset localPreset = audioReverbPreset;
                     list.Add(new FloatMenuOption(audioReverbPreset.ToString(), delegate()
                     {
                         this.SetupAs(localPreset);
                     }, MenuOptionPriority.Default, null, null, 0f, null, null));
                 }
             }
         }
         finally
         {
             IDisposable disposable;
             if ((disposable = (enumerator as IDisposable)) != null)
             {
                 disposable.Dispose();
             }
         }
         Find.WindowStack.Add(new FloatMenu(list));
     }
 }
Example #3
0
    static int IntToEnum(IntPtr L)
    {
        int arg0            = (int)LuaDLL.lua_tonumber(L, 1);
        AudioReverbPreset o = (AudioReverbPreset)arg0;

        LuaScriptMgr.PushEnum(L, o);
        return(1);
    }
 /// <summary>
 /// Change the ReverbZone preset.
 /// Parameters: The new AudioReverbPreset.
 /// </summary>
 private void ChangeReverbPreset(AudioReverbPreset preset)
 {
     if (reverbZone.reverbPreset != preset) // Current preset is different from the new AudioReverbPreset?
     {
         reverbZone.enabled      = false;   // Disable the reverb zone.
         reverbZone.reverbPreset = preset;  // Change the ReverbZone preset.
         reverbZone.enabled      = true;    // Enable the reverb zone with the new preset.
     }
 }
        public IEnumerator Loop()
        {
            String prevbg = "";

            while (true)
            {
                String newbg = GetBackGroundString();
                if (prevbg != newbg && newbg != null)
                {
                    prevbg = newbg;
                    Console.WriteLine("[Moodscape] Background name: " + prevbg);
                    Console.WriteLine("[Moodscape] Loading background config...");

                    try
                    {
                        IniKey scenesettings = Preferences[prevbg]["Preset"];

                        AudioReverbPreset preset = GetPresetFromId(int.Parse(scenesettings.Value));

                        Console.WriteLine("[Moodscape] Loaded correctly! Applying audio effects...");

                        GameObject[] objects = Resources.FindObjectsOfTypeAll <GameObject>().Where(obj => obj.name == "AudioVoice(Clone)").ToArray();

                        for (int i = 0; i < objects.Length; i++)
                        {
                            if (objects[i].GetComponent <AudioReverbFilter>() == null)
                            {
                                objects[i].AddComponent <AudioReverbFilter>();
                            }

                            objects[i].GetComponent <AudioReverbFilter>().reverbPreset = preset;
                        }

                        Console.WriteLine("[Moodscape] Loaded preset " + preset + ", Done!");
                    }
                    catch
                    {
                        GameObject[] objects = Resources.FindObjectsOfTypeAll <GameObject>().Where(obj => obj.name == "AudioVoice(Clone)").ToArray();

                        for (int i = 0; i < objects.Length; i++)
                        {
                            if (objects[i].GetComponent <AudioReverbFilter>() == null)
                            {
                                objects[i].AddComponent <AudioReverbFilter>();
                            }

                            objects[i].GetComponent <AudioReverbFilter>().reverbPreset = AudioReverbPreset.Off;
                        }

                        Console.WriteLine("[Moodscape] No configuration found for this scene");
                    }
                }

                yield return(null);
            }
        }
Example #6
0
    // Use this for initialization
    void Start()
    {
        origPosition = this.transform.position;
        System.Array      values    = AudioReverbPreset.GetValues(typeof(AudioReverbPreset));
        AudioReverbPreset randomBar = (AudioReverbPreset)values.GetValue(Random.Range(0, values.Length));

        try { m_audioReverbZone.reverbPreset = (AudioReverbPreset)randomBar; }
        catch
        {
            Debug.LogError(this.gameObject.name);
        }

        /*if (!NA.isClient())
         * {
         * StartCoroutine (RepellBalls());
         * }*/
    }
        public IEnumerator LoopGlobal()
        {
            String prevbg = "";

            while (true)
            {
                String newbg = GetBackGroundString();
                if (prevbg != newbg || (prevbg != newbg && newbg == null))
                {
                    prevbg = newbg;
                    Console.WriteLine("[Moodscape] Background name: " + prevbg);
                    Console.WriteLine("[Moodscape] Loading background config...");

                    try
                    {
                        IniKey scenesettings = Preferences[prevbg]["Preset"];

                        AudioReverbPreset preset = GetPresetFromId(int.Parse(scenesettings.Value));

                        Console.WriteLine("[Moodscape] Loaded correctly! Applying audio effects...");

                        if (Camera.main.gameObject.GetComponent <AudioReverbFilter>() == null)
                        {
                            Camera.main.gameObject.AddComponent <AudioReverbFilter>();
                        }
                        Camera.main.gameObject.GetComponent <AudioReverbFilter>().reverbPreset = preset;

                        Console.WriteLine("[Moodscape] Loaded preset " + preset + ", Done!");
                    }
                    catch
                    {
                        if (Camera.main.gameObject.GetComponent <AudioReverbFilter>() == null)
                        {
                            Camera.main.gameObject.AddComponent <AudioReverbFilter>();
                        }
                        Camera.main.gameObject.GetComponent <AudioReverbFilter>().reverbPreset = AudioReverbPreset.Off;

                        Console.WriteLine("[Moodscape] No configuration found for this scene");
                    }
                }

                yield return(null);
            }
        }
Example #8
0
 public void DoEditWidgets(WidgetRow widgetRow)
 {
     if (widgetRow.ButtonText("Setup from preset...", "Set up the reverb filter from a preset.", true, false))
     {
         List <FloatMenuOption> list = new List <FloatMenuOption>();
         foreach (AudioReverbPreset audioReverbPreset in Enum.GetValues(typeof(AudioReverbPreset)))
         {
             if (audioReverbPreset != AudioReverbPreset.User)
             {
                 AudioReverbPreset localPreset = audioReverbPreset;
                 list.Add(new FloatMenuOption(audioReverbPreset.ToString(), delegate
                 {
                     this.SetupAs(localPreset);
                 }, MenuOptionPriority.Default, null, null, 0f, null, null));
             }
         }
         Find.WindowStack.Add(new FloatMenu(list));
     }
 }
Example #9
0
 public void DoEditWidgets(WidgetRow widgetRow)
 {
     if (widgetRow.ButtonText("Setup from preset...", "Set up the reverb filter from a preset."))
     {
         List <FloatMenuOption> list = new List <FloatMenuOption>();
         foreach (AudioReverbPreset value in Enum.GetValues(typeof(AudioReverbPreset)))
         {
             if (value != AudioReverbPreset.User)
             {
                 AudioReverbPreset localPreset = value;
                 list.Add(new FloatMenuOption(value.ToString(), delegate
                 {
                     this.SetupAs(localPreset);
                 }));
             }
         }
         Find.WindowStack.Add(new FloatMenu(list));
     }
 }
Example #10
0
        void Update()
        {
            if (Application.isPlaying)
            {
                return;
            }

                        #if UNITY_2017_1_OR_NEWER
            UpdateCollider();
                        #else
            shape = ZoneType.Sphere;

            UpdateCollider();
                        #endif

            if (shape == ZoneType.Box && boxCol != null)
            {
                size   = boxCol.size;
                center = boxCol.center;
            }

            if (shape == ZoneType.Sphere && sphereCol != null)
            {
                radius = sphereCol.radius;
                center = sphereCol.center;
            }

            if (col != null)
            {
                col.isTrigger = true;
                col.enabled   = true;
            }

            if (ReverbPreset == AudioReverbPreset.User)
            {
                ReverbPreset = AudioReverbPreset.Generic;
            }

            if (col == null)
            {
                col = GetComponent <Collider> ();
            }
        }
Example #11
0
    void Awake()
    {
        if (instance != null && instance != this)
        {
            Destroy(this.gameObject);
            return;
        }
        else
        {
            instance = this;
        }

        reverb = GetComponent <AudioReverbFilter> ();

        fromReverb = AudioReverbPreset.Hallway;
        toReverb   = AudioReverbPreset.Off;

        DontDestroyOnLoad(instance.gameObject);
    }
Example #12
0
        public override void Reset()
        {
            base.Reset();

            reverbPreset     = AudioReverbPreset.User;
            dryLevel         = 0;
            room             = 0;
            roomHF           = 0;
            roomLF           = 0;
            decayTime        = 1;
            decayHFRatio     = 0.5f;
            reflectionsLevel = -10000;
            reflectionsDelay = 0;
            reverbLevel      = 0;
            reverbDelay      = 0.04f;
            HFReference      = 5000;
            LFReference      = 250;
            diffusion        = 100f;
            density          = 100f;
        }
Example #13
0
        public ReverbSoundBankFilter(int dryLevel = 0, int room = 0, int roomHF = 0, int roomLF = 0, float decayTime = 1, float decayHFRatio = 0.5f, int reflectionsLevel = -10000, float reflectionsDelay = 0, int reverbLevel = 0, float reverbDelay = 0.04f, int HFReference = 5000, int LFReference = 250, float diffusion = 100f, float density = 100f)
        {
            reverbPreset          = AudioReverbPreset.User;
            this.dryLevel         = dryLevel;
            this.room             = room;
            this.roomHF           = roomHF;
            this.roomLF           = roomLF;
            this.decayTime        = decayTime;
            this.decayHFRatio     = decayHFRatio;
            this.reflectionsLevel = reflectionsLevel;
            this.reflectionsDelay = reflectionsDelay;
            this.reverbLevel      = reverbLevel;
            this.reverbDelay      = reverbDelay;
            this.HFReference      = HFReference;
            this.LFReference      = LFReference;
            this.diffusion        = diffusion;
            this.density          = density;

            _isEnabled = true;
        }
Example #14
0
        void CheckReverbZones()
        {
            if (ReverbPreset != initialReverbPreset)
            {
                ReverbPreset = initialReverbPreset;
            }

            int maxIndex = MultiPoolAudioSystem.audioManager.reverbZonesCount;

            if (maxIndex > 0)
            {
                for (int i = 0; i < maxIndex; i++)
                {
                    var rz = MultiPoolAudioSystem.audioManager.reverbZones [i];

                    if (rz.enabled && rz.col.enabled && rz.IsInside(RealListener.position))
                    {
                        ReverbPreset = rz.ReverbPreset;
                    }
                }
            }
        }
Example #15
0
        public static void SetupAs(this ReverbSetup setup, AudioReverbPreset preset)
        {
            GameObject gameObject = new GameObject("OneFrameTemp");

            gameObject.AddComponent <AudioSource>();
            AudioReverbFilter audioReverbFilter = gameObject.AddComponent <AudioReverbFilter>();

            audioReverbFilter.reverbPreset = preset;
            setup.dryLevel         = audioReverbFilter.dryLevel;
            setup.room             = audioReverbFilter.room;
            setup.roomHF           = audioReverbFilter.roomHF;
            setup.roomLF           = audioReverbFilter.roomLF;
            setup.decayTime        = audioReverbFilter.decayTime;
            setup.decayHFRatio     = audioReverbFilter.decayHFRatio;
            setup.reflectionsLevel = audioReverbFilter.reflectionsLevel;
            setup.reflectionsDelay = audioReverbFilter.reflectionsDelay;
            setup.reverbLevel      = audioReverbFilter.reverbLevel;
            setup.reverbDelay      = audioReverbFilter.reverbDelay;
            setup.hfReference      = audioReverbFilter.hfReference;
            setup.lfReference      = audioReverbFilter.lfReference;
            setup.diffusion        = audioReverbFilter.diffusion;
            setup.density          = audioReverbFilter.density;
            UnityEngine.Object.Destroy(audioReverbFilter);
        }
Example #16
0
 public void SetReverb(AudioReverbPreset preset)
 {
     timer = 0f;
     Filter.reverbPreset = preset;
 }
Example #17
0
 public static void ChangeReverbZoneType(AudioReverbPreset type)
 {
     EnabledReverbZone(true);
     reverbZone.reverbPreset = type;
 }
Example #18
0
 void Start()
 {
     initialReverbPreset = ReverbPreset;
 }
Example #19
0
 public LPF(float c, float r, int v)
 {
     cutoff = c;
     resonance = r;
     if (v == 1) {
         reverb = AudioReverbPreset.Concerthall;
     } else {
         reverb = AudioReverbPreset.Off;
     }
 }
Example #20
0
 public HPF(float c, float r, int v, Echo e)
 {
     cutoff = c;
     resonance = r;
     if (v == 1) {
         reverb = AudioReverbPreset.Concerthall;
     } else if (v == 2) {
         reverb = AudioReverbPreset.Drugged;
     } else {
         reverb = AudioReverbPreset.Off;
     }
     echo = e;
 }
Example #21
0
    public IEnumerator PlaySound(
        string path,
        float volume,
        float lowpass,
        float pitch,
        string groupName,
        bool loop,
        AudioReverbPreset reverb,
        int id,
        bool affectedByTimeScale)
    {
        // add to cache
        if (!cache.ContainsKey(audioPath + path))
        {
            AudioClip clip = (AudioClip)Resources.Load(audioPath + path);
            cache.Add(audioPath + path, clip);
        }

        // get clip
        AudioClip clipToPlay = cache [audioPath + path];

        // fetch from pool
        GameObject fetched = FetchFromPool(groupName);

        // set audio params
        fetched.GetComponent <AudioSound> ().groupName = groupName;
        fetched.GetComponent <AudioSound> ().volume    = volume;
        fetched.GetComponent <AudioSound> ().pitch     = pitch;
        fetched.GetComponent <AudioSound> ().lowpass   = lowpass;
        fetched.GetComponent <AudioSound> ().pitchAffectedByTimeScale = affectedByTimeScale;

        // apply filters
        fetched.GetComponent <AudioLowPassFilter> ().cutoffFrequency = overrideCutoff != -1f ? overrideCutoff : lowpass;
        fetched.GetComponent <AudioReverbFilter> ().reverbPreset     = reverb;

        // add to current sounds
        currentSounds.Add(id, fetched);

        // one shot
        if (!loop)
        {
            iTween.Stab(fetched, iTween.Hash(
                            "audioclip", clipToPlay,
                            "volume", volume * groups [groupName].volume,
                            "pitch", pitch * (affectedByTimeScale ? Time.timeScale : 1f)));

            // return to pool
            yield return(new WaitForSeconds(clipToPlay.length / (pitch * (affectedByTimeScale ? Time.timeScale : 1f))));

            pool.Add(fetched);
            currentSounds.Remove(id);
        }

        // looping
        else
        {
            fetched.GetComponent <AudioSource>().clip   = clipToPlay;
            fetched.GetComponent <AudioSource>().volume = volume * groups[groupName].volume;
            fetched.GetComponent <AudioSource>().pitch  = pitch * (affectedByTimeScale ? Time.timeScale : 1f);
            fetched.GetComponent <AudioSource>().loop   = loop;
            fetched.GetComponent <AudioSource>().Play();
        }
    }
        public void LoadFromExcelData(ExcelData data)
        {
            if (Object.op_Equality((Object)data, (Object)null) || data.MaxCell <= 1)
            {
                return;
            }
            List <ReverbSetting.ReverbInfo> toRelease1 = ListPool <ReverbSetting.ReverbInfo> .Get();

            for (int index1 = 1; index1 < data.MaxCell; ++index1)
            {
                List <string> list = data.list[index1].list;
                if (!list.IsNullOrEmpty <string>())
                {
                    int           num1    = 0;
                    List <string> source1 = list;
                    int           index2  = num1;
                    int           num2    = index2 + 1;
                    string        s       = source1.GetElement <string>(index2) ?? string.Empty;
                    if (!(s == "end"))
                    {
                        float result1;
                        if (float.TryParse(s, out result1))
                        {
                            List <string> source2 = list;
                            int           index3  = num2;
                            int           num3    = index3 + 1;
                            float         result2;
                            if (float.TryParse(source2.GetElement <string>(index3) ?? string.Empty, out result2))
                            {
                                List <string> source3 = list;
                                int           index4  = num3;
                                int           num4    = index4 + 1;
                                int           result3;
                                if (int.TryParse(source3.GetElement <string>(index4) ?? string.Empty, out result3))
                                {
                                    if (result3 < 0 || 27 < result3)
                                    {
                                        result3 = 1;
                                    }
                                    AudioReverbPreset audioReverbPreset = (AudioReverbPreset)result3;
                                    if (audioReverbPreset != 27)
                                    {
                                        ReverbSetting.ReverbInfo reverbInfo = new ReverbSetting.ReverbInfo()
                                        {
                                            MinDistance  = result1,
                                            MaxDistance  = result2,
                                            ReverbPreset = audioReverbPreset
                                        };
                                        toRelease1.Add(reverbInfo);
                                    }
                                    else
                                    {
                                        List <string> source4 = list;
                                        int           index5  = num4;
                                        int           num5    = index5 + 1;
                                        int           result4;
                                        if (!int.TryParse(source4.GetElement <string>(index5) ?? string.Empty, out result4))
                                        {
                                            result4 = -1000;
                                        }
                                        List <string> source5 = list;
                                        int           index6  = num5;
                                        int           num6    = index6 + 1;
                                        int           result5;
                                        if (!int.TryParse(source5.GetElement <string>(index6) ?? string.Empty, out result5))
                                        {
                                            result5 = -100;
                                        }
                                        List <string> source6 = list;
                                        int           index7  = num6;
                                        int           num7    = index7 + 1;
                                        int           result6;
                                        if (!int.TryParse(source6.GetElement <string>(index7) ?? string.Empty, out result6))
                                        {
                                            result6 = 0;
                                        }
                                        List <string> source7 = list;
                                        int           index8  = num7;
                                        int           num8    = index8 + 1;
                                        float         result7;
                                        if (!float.TryParse(source7.GetElement <string>(index8) ?? string.Empty, out result7))
                                        {
                                            result7 = 1.49f;
                                        }
                                        List <string> source8 = list;
                                        int           index9  = num8;
                                        int           num9    = index9 + 1;
                                        float         result8;
                                        if (!float.TryParse(source8.GetElement <string>(index9) ?? string.Empty, out result8))
                                        {
                                            result8 = 0.83f;
                                        }
                                        List <string> source9 = list;
                                        int           index10 = num9;
                                        int           num10   = index10 + 1;
                                        int           result9;
                                        if (!int.TryParse(source9.GetElement <string>(index10) ?? string.Empty, out result9))
                                        {
                                            result9 = -2602;
                                        }
                                        List <string> source10 = list;
                                        int           index11  = num10;
                                        int           num11    = index11 + 1;
                                        float         result10;
                                        if (!float.TryParse(source10.GetElement <string>(index11) ?? string.Empty, out result10))
                                        {
                                            result10 = 0.007f;
                                        }
                                        List <string> source11 = list;
                                        int           index12  = num11;
                                        int           num12    = index12 + 1;
                                        int           result11;
                                        if (!int.TryParse(source11.GetElement <string>(index12) ?? string.Empty, out result11))
                                        {
                                            result11 = 200;
                                        }
                                        List <string> source12 = list;
                                        int           index13  = num12;
                                        int           num13    = index13 + 1;
                                        float         result12;
                                        if (!float.TryParse(source12.GetElement <string>(index13) ?? string.Empty, out result12))
                                        {
                                            result12 = 11f / 1000f;
                                        }
                                        List <string> source13 = list;
                                        int           index14  = num13;
                                        int           num14    = index14 + 1;
                                        int           result13;
                                        if (!int.TryParse(source13.GetElement <string>(index14) ?? string.Empty, out result13))
                                        {
                                            result13 = 5000;
                                        }
                                        List <string> source14 = list;
                                        int           index15  = num14;
                                        int           num15    = index15 + 1;
                                        int           result14;
                                        if (!int.TryParse(source14.GetElement <string>(index15) ?? string.Empty, out result14))
                                        {
                                            result14 = 250;
                                        }
                                        List <string> source15 = list;
                                        int           index16  = num15;
                                        int           num16    = index16 + 1;
                                        float         result15;
                                        if (!float.TryParse(source15.GetElement <string>(index16) ?? string.Empty, out result15))
                                        {
                                            result15 = 100f;
                                        }
                                        List <string> source16 = list;
                                        int           index17  = num16;
                                        int           num17    = index17 + 1;
                                        float         result16;
                                        if (!float.TryParse(source16.GetElement <string>(index17) ?? string.Empty, out result16))
                                        {
                                            result16 = 100f;
                                        }
                                        ReverbSetting.ReverbInfo reverbInfo = new ReverbSetting.ReverbInfo()
                                        {
                                            MinDistance      = result1,
                                            MaxDistance      = result2,
                                            ReverbPreset     = audioReverbPreset,
                                            Room             = result4,
                                            RoomHF           = result5,
                                            RoomLF           = result6,
                                            DecayTime        = result7,
                                            DecayHFRatio     = result8,
                                            Reflections      = result9,
                                            ReflectionsDelay = result10,
                                            Reverb           = result11,
                                            ReverbDelay      = result12,
                                            HFReference      = result13,
                                            LFReference      = result14,
                                            Diffusion        = result15,
                                            Density          = result16
                                        };
                                        toRelease1.Add(reverbInfo);
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        break;
                    }
                }
            }
            List <AudioReverbZone> toRelease2 = ListPool <AudioReverbZone> .Get();

            AudioReverbZone[] componentsInChildren = (AudioReverbZone[])((Component)this).GetComponentsInChildren <AudioReverbZone>(true);
            toRelease2.AddRange((IEnumerable <AudioReverbZone>)componentsInChildren);
            int num   = toRelease1.Count - toRelease2.Count;
            int count = toRelease2.Count;

            for (int index = 0; index < num; ++index)
            {
                Transform transform = new GameObject(string.Format("Reverb Zone {0:00}", (object)count++)).get_transform();
                transform.SetParent(((Component)this).get_transform(), false);
                toRelease2.Add(((Component)transform).GetOrAddComponent <AudioReverbZone>());
            }
            for (int index = 0; index < toRelease1.Count; ++index)
            {
                AudioReverbZone          audioReverbZone = toRelease2[index];
                ReverbSetting.ReverbInfo reverbInfo      = toRelease1[index];
                audioReverbZone.set_minDistance(reverbInfo.MinDistance);
                audioReverbZone.set_maxDistance(reverbInfo.MaxDistance);
                audioReverbZone.set_reverbPreset(reverbInfo.ReverbPreset);
                if (reverbInfo.ReverbPreset == 27)
                {
                    audioReverbZone.set_room(reverbInfo.Room);
                    audioReverbZone.set_roomHF(reverbInfo.RoomHF);
                    audioReverbZone.set_roomLF(reverbInfo.RoomLF);
                    audioReverbZone.set_decayTime(reverbInfo.DecayTime);
                    audioReverbZone.set_decayHFRatio(reverbInfo.DecayHFRatio);
                    audioReverbZone.set_reflections(reverbInfo.Reflections);
                    audioReverbZone.set_reflectionsDelay(reverbInfo.ReflectionsDelay);
                    audioReverbZone.set_reverb(reverbInfo.Reverb);
                    audioReverbZone.set_reverbDelay(reverbInfo.ReverbDelay);
                    audioReverbZone.set_HFReference((float)reverbInfo.HFReference);
                    audioReverbZone.set_LFReference((float)reverbInfo.LFReference);
                    audioReverbZone.set_diffusion(reverbInfo.Diffusion);
                    audioReverbZone.set_density(reverbInfo.Density);
                }
            }
            ListPool <AudioReverbZone> .Release(toRelease2);

            ListPool <ReverbSetting.ReverbInfo> .Release(toRelease1);
        }
Example #23
0
 public ReverbSoundBankFilter(AudioReverbPreset preset)
 {
     reverbPreset = preset;
     _isEnabled   = true;
 }