protected override void InitalizeConcreteAudioEffect() { AudioReverbEffect.ReverbEffectInit( (int)audioEffectParameters["Delay"], (float)audioEffectParameters["Decay"] ); }
private void ReverbEffectWorkHandler(object sender, DoWorkEventArgs e) { List <object> passedParams = e.Argument as List <object>; int delay = (int)passedParams[0]; double decay = (double)passedParams[1]; audioItem = AudioItemManager.GetAudioItem(); if (audioItem != null) { SetMaxProgressBar(); float[] samplesToProcess; long beginIndex, endIndex; int seconds, miliseconds, minutes; int fullTime = 0; SetDataForProcessing(out samplesToProcess, out minutes, out beginIndex, out endIndex, out seconds, out miliseconds); AudioReverbEffect.ReverbEffectInit((short)delay, (float)decay); int begIndex = (int)beginIndex; int enIndex = (int)endIndex; AudioReverbEffect.AddReverbEffect(ref samplesToProcess, begIndex, enIndex, ref fullTime); this.disp.Invoke(DispatcherPriority.Normal, new Action(delegate() { MainWindow.progressBar.Value = 100; // Do all the ui thread updates here })); audioItem.ProcessedAudioBuffer = samplesToProcess; AudioItemManager.SetAudioItem(audioItem); ResetProgressBar(); var milisecondsTime = (double)fullTime / 1000; e.Result = "Selection : " + minutes + ":" + AudioItemManager.Instance.GetBeginSpan().Seconds.ToString() + ":" + AudioItemManager.Instance.GetBeginSpan().Milliseconds.ToString() + " - " + AudioItemManager.Instance.GetEndSpan().Minutes.ToString() + ":" + AudioItemManager.Instance.GetEndSpan().Seconds.ToString() + ":" + AudioItemManager.Instance.GetEndSpan().Milliseconds.ToString() + " " + " -> Processed Reverb effect on audio sample!" + "\nProcessing range length: " + (endIndex - beginIndex).ToString() + "\n" + dllType.ToString() + " library time elapsed: " + milisecondsTime.ToString() + " msec" + "\nThreads count: " + threadsValue.ToString(); } else { e.Result = "Audio not loaded!"; } }
public void ProcessArray(object[] arraySamplesProcess, int beginIndex, int endIndex, ref int timeElapsed) { float[] samples = Utility.Utilty.ToFloatArray(arraySamplesProcess); AudioReverbEffect.AddReverbEffect(ref samples, beginIndex, endIndex, ref timeElapsed); }