public interface ISidechainEffectAn effect that listens to one signal while processing another.
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Remarks
Ducking, and everything shaped like it. A compressor on the music bus keyed by the dialogue bus turns the music down whenever anybody speaks — which is the single most asked-for behaviour in game audio and cannot be expressed by an effect that can only see what it is processing.
The key arrives as a span the bus owns, valid only for the call. An effect that wants history keeps an envelope, not the samples.
Process is still implemented and is what runs when the bus has no SidechainSource, so a keyed effect on an unkeyed bus behaves as an ordinary one rather than failing.
Methods (1)
void Process(Span<float> buffer, ReadOnlySpan<float> key, int frameCount, int channels)Processes a block against a key signal.
Used by (3)
- AudioBusVixen.Audio
- CompressorEffectVixen.Audio
- GateEffectVixen.Audio