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extending_the_effects_engine

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extending_the_effects_engine [2014/08/18 06:41]
badescunicu
extending_the_effects_engine [2014/08/19 16:34] (current)
badescunicu
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 1) EQ Effect: 1) EQ Effect:
-    * replace the current static EQ signal path with an additional EffectChain containing the EQ effect and Filter ​effect;+    * replace the current static EQ signal path with an additional EffectChain containing the EQ effect;
     * it is the perfect way to learn the effect framework and its interaction with CO;     * it is the perfect way to learn the effect framework and its interaction with CO;
     * the target of this part is removing this line[1] by moving the logic inside EngineEffectsManager::​process method;     * the target of this part is removing this line[1] by moving the logic inside EngineEffectsManager::​process method;
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     * create a new EffectChain which contains the current EQ (EQ which is going to be moved into the effect domain like Ryan is suggesting in the Bug Description [2]) and a filter effect;     * create a new EffectChain which contains the current EQ (EQ which is going to be moved into the effect domain like Ryan is suggesting in the Bug Description [2]) and a filter effect;
     * turn the Bitcrusher into a Butterworth EQ by copying the Butterworth signal processing to the frame created by the Bitcrusher;     * turn the Bitcrusher into a Butterworth EQ by copying the Butterworth signal processing to the frame created by the Bitcrusher;
-    * create a new EffectChain containing EQ and Filter ​EffectUnits;​+    * create a new EffectChain containing EQ EffectUnits;​
     * connect the current EQ controls to the new effect units;     * connect the current EQ controls to the new effect units;
  
extending_the_effects_engine.txt ยท Last modified: 2014/08/19 16:34 by badescunicu