Plush

EffectChain#

PlushEngine · Type index

Namespace: PlushEngine.Audio (using PlushEngine.Audio;)

A stack of effects, in order. On a Sound it runs per note (the voice-safe devices: filter, gainer; time-based ones are skipped there); on a track, a sequence or a mix bus it runs once on the summed sound. An empty chain costs nothing.

public sealed class EffectChain

Members: EffectChain · Effects · HasTimeEffects · Id · MaxEffects · Name

EffectChain#

public EffectChain(string name, IReadOnlyList<AudioEffect> effects);

Effects#

public IReadOnlyList<AudioEffect> Effects { get; }

HasTimeEffects#

public bool HasTimeEffects { get; }

Whether it holds a time-based device (delay, reverb), which only summed chains run.

Id#

public string Id { get; init; }

Initial value: ""

The datablock it came from (empty for one made in code).

MaxEffects#

public const int MaxEffects = 8;

Name#

public string Name { get; }

AudioEffect

Source#