public CopyTo ( |
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destinationData | ||
destinationIndex | int | |
sourceIndex | int | |
length | int | |
Résultat | void |
/// <summary> /// Called by GATPlayer. /// Needed when overriding default mixing: /// If a sample is routed through a track, /// it should be mixed to it. /// </summary> public void MixFrom(GATData data, int index, int offsetInBuffer, int length, float gain = 1f) { if (!_active) { return; } if (_bufferIsDirty) //Contains old data { int lastIndex = offsetInBuffer + length; if (lastIndex < GATInfo.AudioBufferSizePerChannel || offsetInBuffer > 0) //if what we want to add to the buffer doesn't fill it, let's clear it first { _trackBuffer.Clear(); } if (gain == 1f) { data.CopyTo(_trackBuffer, offsetInBuffer, index, length); // no need to mix on dirty or empty data, simply copy } else { data.CopyGainTo(_trackBuffer, index, offsetInBuffer, length, gain); } _bufferIsDirty = false; } else { if (gain == 1f) { data.MixTo(_trackBuffer, offsetInBuffer, index, length); } else { data.GainMixTo(_trackBuffer, index, offsetInBuffer, length, gain); } } NbOfMixedSamples++; _hasData = true; }
protected void FillWithSampleData(GATData sourceData, GATData targetData, int fromIndex, int length) { bool tooLong = (fromIndex + length > sourceData.Count); int appliedLength = tooLong ? sourceData.Count - fromIndex : length; if (appliedLength < 0) { #if GAT_DEBUG Debug.LogWarning("requested offset is out of bounds."); #endif return; } sourceData.CopyTo(targetData, 0, fromIndex, appliedLength); #if GAT_DEBUG if (tooLong) { Debug.LogWarning("requested length at fromIndex out of bounds, filling as much as possible"); } #endif }
/// <summary> /// Called by GATPlayer. /// Needed when overriding default mixing: /// If a sample is routed through a track, /// it should be mixed to it. /// </summary> public void MixFrom( GATData data, int index, int offsetInBuffer, int length, float gain = 1f ) { if( !_active ) return; if( _bufferIsDirty ) //Contains old data { int lastIndex = offsetInBuffer + length; if( lastIndex < GATInfo.AudioBufferSizePerChannel || offsetInBuffer > 0 ) //if what we want to add to the buffer doesn't fill it, let's clear it first { _trackBuffer.Clear(); } if( gain == 1f ) { data.CopyTo( _trackBuffer, offsetInBuffer, index, length ); // no need to mix on dirty or empty data, simply copy } else { data.CopyGainTo( _trackBuffer, index, offsetInBuffer, length, gain ); } _bufferIsDirty = false; } else { if( gain == 1f ) { data.MixTo( _trackBuffer, offsetInBuffer, index, length ); } else { data.GainMixTo( _trackBuffer, index, offsetInBuffer, length, gain ); } } NbOfMixedSamples++; _hasData = true; }
protected void FillWithSampleData( GATData sourceData, GATData targetData, int fromIndex, int length ) { bool tooLong = ( fromIndex + length > sourceData.Count ); int appliedLength = tooLong ? sourceData.Count - fromIndex : length; if( appliedLength < 0 ) { #if GAT_DEBUG Debug.LogWarning( "requested offset is out of bounds." ); #endif return; } sourceData.CopyTo( targetData, 0, fromIndex, appliedLength ); #if GAT_DEBUG if( tooLong ) { Debug.LogWarning( "requested length at fromIndex out of bounds, filling as much as possible" ); } #endif }
bool PlayerWillMixSample(IGATBufferedSample sample, int length, float[] audioBuffer) { int indexInProcessingBuffer = 0; int appliedLength; int lengthToMix = length; float fromGain, toGain; switch (_currentState) { case State.Attack: if (_nextIndex >= _decayStartIndex) //handle attack = 0; { _currentState = State.Decay; goto case State.Decay; } else { if (sample.IsFirstChunk && length > _attackLength) { appliedLength = _attackLength; } else { appliedLength = length; } //Interpolate gain fromGain = (( float )(_nextIndex - _attackStartIndex)) / (_attackLength); if (_nextIndex + appliedLength >= _decayStartIndex) //attack slope will finish before the end of the buffer { appliedLength = _decayStartIndex - _nextIndex; toGain = 1f; _data.CopySmoothedGainTo(_nextIndex, sample.ProcessingBuffer, 0, appliedLength, fromGain, toGain); _nextIndex = _decayStartIndex; indexInProcessingBuffer = appliedLength; _currentState = State.Decay; goto case State.Decay; } else { toGain = (( float )(_nextIndex + appliedLength - _attackStartIndex)) / (_attackLength); _data.CopySmoothedGainTo(_nextIndex, sample.ProcessingBuffer, 0, appliedLength, fromGain, toGain); _nextIndex += appliedLength; } } break; case State.Decay: appliedLength = GATInfo.AudioBufferSizePerChannel - indexInProcessingBuffer; if (_nextIndex + appliedLength >= _loopStartIndex) // decay will end this buffer { appliedLength = _loopStartIndex - _nextIndex; _data.CopyTo(sample.ProcessingBuffer, indexInProcessingBuffer, _nextIndex, appliedLength); _nextIndex = _loopStartIndex; indexInProcessingBuffer += appliedLength; if (_noLoop) { _currentState = State.Release; goto case State.Release; } else if (_loopCrossfadeLength == _loopLength) { _currentState = State.SustainCrossfade; goto case State.SustainCrossfade; } else { _currentState = State.Sustain; goto case State.Sustain; } } else { _data.CopyTo(sample.ProcessingBuffer, indexInProcessingBuffer, _nextIndex, appliedLength); _nextIndex += appliedLength; } break; case State.Sustain: appliedLength = GATInfo.AudioBufferSizePerChannel - indexInProcessingBuffer; if (_nextIndex + appliedLength >= _loopCrossfadeIndex) // will start crossfading in this buffer { appliedLength = _loopCrossfadeIndex - _nextIndex; _data.CopyTo(sample.ProcessingBuffer, indexInProcessingBuffer, _nextIndex, appliedLength); indexInProcessingBuffer += appliedLength; _nextIndex += appliedLength; if (_keepLooping) { _currentState = State.SustainCrossfade; goto case State.SustainCrossfade; } else { _releaseIndex = _nextIndex; _endIndex = _nextIndex + _releaseLength; _currentState = State.Release; goto case State.Release; } } else { _data.CopyTo(sample.ProcessingBuffer, indexInProcessingBuffer, _nextIndex, appliedLength); _nextIndex += appliedLength; } break; case State.SustainCrossfade: appliedLength = GATInfo.AudioBufferSizePerChannel - indexInProcessingBuffer; int crossfadeOffset = _nextIndex - _loopCrossfadeIndex; //Crossfade gains fromGain = 1f - ( float )(crossfadeOffset) / _loopCrossfadeLength; if (_nextIndex + appliedLength > _loopEndIndex) //will finish loop in current buffer { appliedLength = _loopEndIndex - _nextIndex; _data.CopySmoothedGainTo(_nextIndex, sample.ProcessingBuffer, indexInProcessingBuffer, appliedLength, fromGain, 0f); _data.MixSmoothedGainTo(_loopStartIndex - (_loopCrossfadeLength - crossfadeOffset), sample.ProcessingBuffer, indexInProcessingBuffer, appliedLength, 1f - fromGain, 1f); indexInProcessingBuffer += appliedLength; _nextIndex = _loopStartIndex; //need to loop even if release, as xfade has already started if (_keepLooping) { _currentState = State.Sustain; goto case State.Sustain; } else { _releaseIndex = _loopStartIndex; _endIndex = _loopStartIndex + _releaseLength; _currentState = State.Release; goto case State.Release; } } else { //crossfade gain toGain = 1f - ( float )(crossfadeOffset + appliedLength) / _loopCrossfadeLength; _data.CopySmoothedGainTo(_nextIndex, sample.ProcessingBuffer, indexInProcessingBuffer, appliedLength, fromGain, toGain); _data.MixSmoothedGainTo(_loopStartIndex - (_loopCrossfadeLength - crossfadeOffset), sample.ProcessingBuffer, indexInProcessingBuffer, appliedLength, 1f - fromGain, 1f - toGain); _nextIndex += appliedLength; } break; case State.Release: appliedLength = GATInfo.AudioBufferSizePerChannel - indexInProcessingBuffer; fromGain = 1f - (( float )(_nextIndex - _releaseIndex)) / (_releaseLength); if (_nextIndex + appliedLength >= _endIndex) //release slope will finish before the end of the buffer { toGain = 0f; sample.IsLastChunk = true; IsPlaying = false; appliedLength = _endIndex - _nextIndex; lengthToMix = appliedLength + indexInProcessingBuffer; _data.CopySmoothedGainTo(_nextIndex, sample.ProcessingBuffer, indexInProcessingBuffer, appliedLength, fromGain, toGain); } else { toGain = 1f - (( float )(_nextIndex + appliedLength - _releaseIndex)) / (_releaseLength); _data.CopySmoothedGainTo(_nextIndex, sample.ProcessingBuffer, indexInProcessingBuffer, appliedLength, fromGain, toGain); _nextIndex += appliedLength; } break; } sample.NextIndex = _nextIndex; sample.Track.MixFrom(sample.ProcessingBuffer, 0, sample.OffsetInBuffer, lengthToMix); return(false); }