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using System;
namespace Garbe.Sound
{
/// <summary> Calculate the mixing signal from a collection of source signals </summary>
public sealed class Mixer : SoundObj
{
private ushort _numChannels;
private SoundObj[] _inputs;
private int _counter;
/// <summary> Calculate the mixing signal from a collection of source signals </summary>
/// <param name="c">Number of channels</param>
public Mixer(ushort c) : base()
{
_numChannels = c;
_inputs = new SoundObj[c];
}
/// <summary> Do the signal processing </summary>
public override void DoProcess()
{
_output = 0;
for(_counter = 0; _counter < _numChannels; _counter++)
_output += _inputs[_counter].Output;
}
/// <summary> Number of interations expected to do the signal processing </summary>
public override int Interations
{
get
{
int max = 0;
for(_counter = 1; _counter < _numChannels; _counter++)
{
if(_inputs[_counter - 1].Interations > _inputs[_counter].Interations)
max = _inputs[_counter - 1].Interations;
else
max = _inputs[_counter].Interations;
}
return(max);
}
}
/// <summary> Gets the number of channels of the signal </summary>
public override ushort NumChannels
{
get{return(this._numChannels);}
}
/// <summary> Gets or Sets the source signals of each channel </summary>
public SoundObj this[int index]
{
get
{
if(index <= _numChannels)
return(_inputs[index]);
else
throw new Exception("Out of Range!!!");
}
set
{
if(index <= _numChannels)
_inputs[index] = value;
else
throw new Exception("Out of Range!!!");
}
}
}
}
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