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Updated AudioAnalyzer-Example
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@ -63,13 +63,15 @@ namespace Example_AudioAnalyzer_full
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// Add a lack background. We want this to be semi-transparent to add some sort of fade-effect - this will smooth everything out a bit
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// Note that this isn't a 'real effect' since it's update-rate dependent. A real effect would do always the same thing not mather how fast the keyboard updates.
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_keyboard.Brush = new SolidColorBrush(Color.FromArgb(96, 0, 0, 0));
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// Add our song-beat-effect. Remember to uncomment the update in the spectrum effect if you want to remove this.
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_keyboard.AttachEffect(new SongBeatEffect(_soundDataProcessor, Color.FromArgb(127, 164, 164, 164)));
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// Add our spectrum-effect using the soundDataProcessor and a rainbow from purple to red as gradient
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_keyboard.AttachEffect(new AudioSpectrumEffect(_soundDataProcessor, new RainbowGradient(300, -14)));
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// Hook onto the keyboard update and process data
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_keyboard.Updating += (sender, args) => _soundDataProcessor.Process();
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// If you don't like rainbows replace the gradient with anything you like. For example:
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//_keyboard.AttachEffect(new AudioSpectrumEffect(_soundDataProcessor, new LinearGradient(new GradientStop(0f, Color.Blue), new GradientStop(1f, Color.Red))));
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@ -33,10 +33,6 @@ namespace Example_AudioAnalyzer_full
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public override void Update(float deltaTime)
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{
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// calculate new data ... - we don't need to do this, since we know that the song beat-effect already calculated them
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//_dataProcessor.Process();
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// ... and update the brush
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_audioSpectrumBrush.BarData = _dataProcessor.BarValues;
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}
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@ -41,9 +41,6 @@ namespace Example_AudioAnalyzer_full
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public override void Update(float deltaTime)
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{
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// calculate new data ...
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_dataProcessor.Process();
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// ... update the effect-data ...
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if (_dataProcessor.SongBeat >= SONG_BEAT_THRESHOLD)
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_currentEffect = FLASH_DURATION;
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