EffectChain#
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 EffectChainMembers: 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; }Related types#
Source#
- Effects.cs