Class ReverberationBlock
- Assembly
- VisioForge.Core.dll
Reverberation audio effect block that simulates acoustic spaces and room ambience. This block adds realistic reverb effects to audio by simulating the natural reflections and decay characteristics of various acoustic environments. Features configurable room size, decay time, damping, and wet/dry mix controls to create everything from subtle room ambience to dramatic hall reverbs. Essential for music production, audio post-production, gaming audio, and creating immersive spatial audio experiences. Implements the VisioForge.Core.MediaBlocks.MediaBlock. Implements the VisioForge.Core.MediaBlocks.IMediaBlockInternals. Implements the IDisposable.
public class ReverberationBlock : MediaBlock, IMediaBlock, IDisposable, IMediaBlockInternalsInheritance
Implements
Inherited Members
Extension Methods
Constructors
ReverberationBlock(ReverberationAudioEffect)
Initializes a new instance of the VisioForge.Core.MediaBlocks.AudioProcessing.ReverberationBlock class with specified reverberation settings for acoustic space simulation.
public ReverberationBlock(ReverberationAudioEffect settings)Parameters
settingsReverberationAudioEffect-
The reverberation settings defining room characteristics and effect parameters.
Properties
Input
Gets the input.
public override MediaBlockPad Input { get; }Property Value
Inputs
Gets the inputs.
public override MediaBlockPad[] Inputs { get; }Property Value
Output
Gets the output.
public override MediaBlockPad Output { get; }Property Value
Outputs
Gets the outputs.
public override MediaBlockPad[] Outputs { get; }Property Value
Settings
Gets or sets the reverberation effect settings that control the acoustic space simulation. Includes parameters for room size, decay time, damping, wet/dry mix, and other properties that define the characteristics of the simulated acoustic environment.
public ReverberationAudioEffect Settings { get; set; }Property Value
Type
Gets the type.
public override MediaBlockType Type { get; }Property Value
Methods
Build()
Constructs and initializes the reverberation filter and its associated GStreamer elements. This method creates the filter with the specified reverb settings, establishes input and output pads, and prepares the block for simulating acoustic spaces and adding room ambience to audio streams.
public override bool Build()Returns
- bool
-
trueif the filter was successfully built and configured;falseif initialization failed.
CleanUp()
Releases all resources and performs cleanup operations for this reverberation effect block. This method disposes of the GStreamer elements and resets the build state.
public void CleanUp()Dispose(bool)
Releases unmanaged and - optionally - managed resources.
protected override void Dispose(bool disposing)Parameters
disposingbool-
trueto release both managed and unmanaged resources;falseto release only unmanaged resources.
GetCore()
Gets the core BaseElement wrapper that provides additional functionality around the GStreamer reverberation filter element.
public BaseElement GetCore()Returns
- BaseElement
-
The BaseElement wrapper instance that encapsulates the GStreamer reverberation filter.
GetElement()
Gets the underlying GStreamer element that performs the reverberation effect processing.
public Element GetElement()Returns
- Element
-
The GStreamer Element instance representing the reverberation filter.
IsAvailable()
Determines whether this media block is available. Correct NuGet SDK redist should be included into your project.
public static bool IsAvailable()Returns
- bool
-
trueif this media block is available; otherwise,false.
IMediaBlockInternals.SetContext(MediaBlocksPipeline)
Associates this reverberation effect block with a pipeline and initializes its internal context. This method is called internally when the block is added to a pipeline.
void IMediaBlockInternals.SetContext(MediaBlocksPipeline pipeline)Parameters
pipelineMediaBlocksPipeline-
The MediaBlocksPipeline instance that will manage this block.