private void setupSynth()
 {
     //initialize variables
     sampleBuffer = new float[audioChannels, samplesperBuffer];
     rawBufferLength = audioChannels * samplesperBuffer * 2; //Assuming 16 bit data
     // Create voice structures
     voicePool = new Voice[polyphony];
     for (int i = 0; i < polyphony; ++i)
         voicePool[i] = new Voice(this);
     freeVoices = new Stack<Voice>(voicePool);
     activeVoices = new LinkedList<Voice>();
     keyRegistry = new Dictionary<NoteRegistryKey, List<Voice>>();
     //Setup Channel Data
     panPositions_ = new float[16];
     volPositions_ = new float[16];
     for (int x = 0; x < volPositions_.Length; x++)
         volPositions_[x] = 1.00f;
     tunePositions_ = new double[16];
     //create effect list
     effects = new List<BasicAudioEffect>();
 }
示例#2
0
 private void setupSynth()
 {
     //checks
     if (sampleRate < 8000 || sampleRate > 48000)
     {
         sampleRate = 44100;
         this.samplesperBuffer = (sampleRate / 1000) * 50;
         //UnitySynth
         Debug.Log("-----> Invalid Sample Rate! Changed to---->" + sampleRate);
         Debug.Log("-----> Invalid Buffer Size! Changed to---->" + 50 + "ms");
     }
     if (polyphony < 1 || polyphony > 500)
     {
         polyphony = 40;
         Debug.Log("-----> Invalid Max Poly! Changed to---->" + polyphony);
     }
     if (maxnotepoly < 1 || maxnotepoly > polyphony)
     {
         maxnotepoly = 2;
         Debug.Log("-----> Invalid Max Note Poly! Changed to---->" + maxnotepoly);
     }
     if (samplesperBuffer < 100 || samplesperBuffer > 500000)
     {
         this.samplesperBuffer = (int)((sampleRate / 1000.0) * 50.0);
         Debug.Log("-----> Invalid Buffer Size! Changed to---->" + 50 + "ms");
     }
     if (audioChannels < 1 || audioChannels > 2)
     {
         audioChannels = 1;
         Debug.Log("-----> Invalid Audio Channels! Changed to---->" + audioChannels);
     }
     //initialize variables
     sampleBuffer = new float[audioChannels, samplesperBuffer];
     rawBufferLength = audioChannels * samplesperBuffer * 2; //Assuming 16 bit data
     // Create voice structures
     voicePool = new Voice[polyphony];
     for (int i = 0; i < polyphony; ++i)
         voicePool[i] = new Voice(this);
     freeVoices = new Stack<Voice>(voicePool);
     activeVoices = new LinkedList<Voice>();
     keyRegistry = new Dictionary<NoteRegistryKey, List<Voice>>();
     //Setup Channel Data
     panPositions_ = new float[16];
     volPositions_ = new float[16];
     for (int x = 0; x < volPositions_.Length; x++)
         volPositions_[x] = 1.00f;
     tunePositions_ = new double[16];
     //create effect list
     effects = new List<BasicAudioEffect>();
 }