MultiChannelSignal in VAudio

Hey there!

does anybody have a working example of how to generate a multi-channel source in VAudio?

this outputs an empty spread… (rather than a spread of 2 silent signals which would be expected since the default is 2 channels)

#region usings
using System;
using System.ComponentModel.Composition;

using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;

using VVVV.Core.Logging;

using VVVV.Audio;
using NAudio;
#endregion usings

namespace VVVV.Nodes
{
	public class TestMultiChannelSignal : MultiChannelSignal {
		protected override void FillBuffers(float[][] buffer, int offset, int count) {
			
		}
	}
	
	#region PluginInfo
	[PluginInfo(Name = "TestMultiChannelSignal", Category = "VAudio")]
	#endregion PluginInfo
	public class TestMultiChannelSignalNode : GenericMultiAudioSourceNode<TestMultiChannelSignal>
	{
		#region fields & pins
		[Import()]
		public ILogger FLogger;
		#endregion fields & pins
		
		protected override void SetParameters(int SliceIndex, TestMultiChannelSignal instance)
		{
			
		}
		
		protected override TestMultiChannelSignal GetInstance(int i) {
			return new TestMultiChannelSignal();
		}
		
	}
}

solved :
you need to have at least one IDiffSpread input on the node (the more complex thing I was testing was using ISpread)

ah i see, was the problem that if no input pin changes, the instance will never be created via the GetInstance method?

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