Esempio n. 1
0
        protected override void GetSampleAsync(MediaStreamType mediaStreamType)
        {
            //System.Diagnostics.Debug.WriteLine(">>>>>>>>>>>>>>GetSampleAsync.");
            DateTime now = DateTime.Now;
            TimeSpan ts2 = new TimeSpan(now.Ticks);
            TimeSpan ts1 = new TimeSpan(startTime.Ticks);
            TimeSpan ts  = ts2.Subtract(ts1);

            System.Diagnostics.Debug.WriteLine("ts minutes " + ts.Minutes);
            if (ts.TotalMinutes >= 60)
            {
                CallStreamComplete();
            }
            byte[] buffer = new byte[synth.BufferSize];

            synth.GetNext(buffer);
            using (var stream = new MemoryStream(buffer))
            {
                MediaStreamSample msSamp = new MediaStreamSample(
                    _audioDesc,
                    stream,
                    0,
                    synth.BufferSize,
                    _currentTimeStamp,
                    _emptySampleDict);

                // Move our timestamp and position forward
                _currentTimeStamp += synth.BufferSize * 10000000 / AvgBytesPerSec;

                ReportGetSampleCompleted(msSamp);
            }
        }
Esempio n. 2
0
 private void OnAudioFilterRead(float[] data, int channels)
 {
     //This uses the Unity specific float method we added to get the buffer
     midiStreamSynthesizer.GetNext(sampleBuffer);
     for (int i = 0; i < data.Length; i++)
     {
         data[i] = sampleBuffer[i] * gain;
     }
 }
    private void OnAudioFilterRead(float[] data, int channels)
    {
        midiStreamSynthesizer.GetNext(sampleBuffer);

        for (int i = 0; i < data.Length; i++)
        {
            data[i] = sampleBuffer[i] * gain;
        }
    }
Esempio n. 4
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 private void SynthesizeMidiSamples()
 {
     while (availableSamplesSynthesizerSampleRate.Size < availableSamplesSynthesizerSampleRate.Capacity / 2)
     {
         midiStreamSynthesizer.GetNext(newSampleBuffer);
         for (int i = 0; i < newSampleBuffer.Length; i++)
         {
             availableSamplesSynthesizerSampleRate.PushBack(newSampleBuffer[i]);
         }
     }
 }
        private void OnAudioFilterRead(float[] data, int channels)
        {
            try
            {
                midiStreamSynthesizer.GetNext(sampleBuffer);

                for (int i = 0; i < data.Length; i++)
                {
                    data[i] = sampleBuffer[i] * gain;
                }

                _metronome.SetElapsedTime(midiSequencer.Time + _loopOffset + _BeatOffset);
            }
            catch (Exception e)
            {
                Debug.LogError(e);
                throw;
            }
        }
Esempio n. 6
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        public void Mix(float[] data, int channels)
        {
            int sample = data.Length / channels;

            //单通道采样即可
            midiStreamSynthesizer.GetNext(sampleBuffer, sample);

            for (int i = 0; i < sample; i++)
            {
                float b = sampleBuffer[i] * volume;
                for (int c = 0; c < channels; c++)
                {
                    float a = data[i * channels + c];
                    data[i * channels + c] = a + b - a * b;
                }
            }
            float[] realout = new float[data.Length];
            float[] imagout = new float[data.Length];

            Ernzo.DSP.FFT.Compute((uint)data.Length, data, null, realout, imagout, false);
        }
Esempio n. 7
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    private void OnAudioFilterRead(float[] data, int channels)
    {
        midiStreamSynthesizer.GetNext(sampleBuffer);

        float[] tempBuffer;

        tempBuffer = new float[data.Length];
        bool bufferEmpty = true;

        for (int i = 0; i < data.Length; i++)
        {
            data[i]       = sampleBuffer[i] * gain;
            tempBuffer[i] = sampleBuffer[i] * gain;
            if (sampleBuffer[i] != 0)
            {
                bufferEmpty = false;
            }
        }
        if (!bufferEmpty)
        {
            dataSequence.Add(tempBuffer);
            bufferCount += tempBuffer.Length;
        }
    }
Esempio n. 8
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    // See http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.OnAudioFilterRead.html for reference code

    private void OnAudioFilterRead(float[] data, int channels)
    {
        midiStreamSynthesizer.GetNext(sampleBuffer);
    }