Table of Contents

Class ReverberationBlock

Namespace
VisioForge.Core.MediaBlocks.AudioProcessing
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, IMediaBlockInternals

Inheritance

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

settings ReverberationAudioEffect

The reverberation settings defining room characteristics and effect parameters.

Properties

Input

Gets the input.

public override MediaBlockPad Input { get; }

Property Value

MediaBlockPad

Inputs

Gets the inputs.

public override MediaBlockPad[] Inputs { get; }

Property Value

MediaBlockPad[]

Output

Gets the output.

public override MediaBlockPad Output { get; }

Property Value

MediaBlockPad

Outputs

Gets the outputs.

public override MediaBlockPad[] Outputs { get; }

Property Value

MediaBlockPad[]

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

ReverberationAudioEffect

Type

Gets the type.

public override MediaBlockType Type { get; }

Property Value

MediaBlockType

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

true if the filter was successfully built and configured; false if 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

disposing bool

true to release both managed and unmanaged resources; false to 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

true if 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

pipeline MediaBlocksPipeline

The MediaBlocksPipeline instance that will manage this block.

See Also