public SymmetricSpectrum(IEffectApi api, int width, int height) : base(width, height) { _api = api; _color = new SKColor(0, 255, 128); _render = _api.CreateRender(); _featureCache = _api.CreateAudioFeatureCache(); }
public SymmetricBeatBars(IEffectApi effectApi, int width, int height) : base(width, height) { _api = effectApi; _color = new SKColor(0, 128, 128); _render = _api.CreateRender(); _featureCache = _api.CreateAudioFeatureCache(); _remainingBeatTime = 0; }
public ChromaBars(IEffectApi effectApi, int width, int height) : base(width, height) { _api = effectApi; _color = new SKColor(0, 128, 128); _render = _api.CreateRender(); _featureCache = _api.CreateAudioFeatureCache(); _threshold = 0.0f; _barSize = (int)(width / NumBars); }
/* This constructor will be called when a layer of your effect is being created. */ public BeatColor(IEffectApi effectApi, int width, int height) : base(width, height) { /* Save the effect api in your class, you will need it. */ _api = effectApi; _featureCache = _api.CreateAudioFeatureCache(); /* Set the default color. */ _color = new SKColor(0, 128, 128); /* Create a render for your effect using the effect api. */ _render = _api.CreateRender(); }
/* This constructor will be called when a layer of your effect is being created. */ public BeatWave1D(IEffectApi effectApi, int width, int height) : base(width, height) { /* Save the effect api in your class, you will need it. */ _api = effectApi; _featureCache = _api.CreateAudioFeatureCache(); /* Create a render for your effect using the effect api. */ _render = _api.CreateRender(); /* Create a wave simulation using the effect api. */ _waveSimulation = _api.CreateWaveSimulation1D(); /* Lets double the wave speeds */ _waveSimulation.Speed = 2.0; }