holopy3/Assets/Normal/Realtime/Native/AudioPreprocessor.cs

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2020-12-10 14:25:12 +00:00
using System;
using Normal.Realtime.Native;
namespace Normal.Realtime.Native {
public class AudioPreprocessor : IDisposable {
// Pointer to native class
private IntPtr _nativeAudioPreprocessor = IntPtr.Zero;
// Instance
public AudioPreprocessor(int recordSampleRate, int recordFrameSize, bool automaticGainControl, bool noiseSuppression, bool reverbSuppression, bool echoCancellation, int playbackSampleRate, int playbackChannels, float tail) {
_nativeAudioPreprocessor = Plugin.AudioPreprocessorCreate(recordSampleRate, recordFrameSize, automaticGainControl, noiseSuppression, reverbSuppression, echoCancellation, playbackSampleRate, playbackChannels, tail);
}
// NOTE: This may not be called on the same thread that we created the native room with. It's recommended Dispose() is called manually to prevent any issues.
~AudioPreprocessor() {
// Clean up unmanaged code
Dispose(false);
}
// Ideally called whenever someone is done using an audio preprocessor.
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool disposing) {
if (_nativeAudioPreprocessor != IntPtr.Zero) {
Plugin.AudioPreprocessorDelete(_nativeAudioPreprocessor);
_nativeAudioPreprocessor = IntPtr.Zero;
}
}
// Process audio data
public bool ProcessRecordSamples(float[] audioData) {
if (_nativeAudioPreprocessor == IntPtr.Zero)
throw RealtimeNativeException.NativePointerIsNull("AudioPreprocessor");
return Plugin.AudioPreprocessorProcessRecordFrame(_nativeAudioPreprocessor, audioData, audioData.Length);
}
public bool ProcessPlaybackFrame(float[] audioData) {
if (_nativeAudioPreprocessor == IntPtr.Zero)
throw RealtimeNativeException.NativePointerIsNull("AudioPreprocessor");
return Plugin.AudioPreprocessorProcessPlaybackFrame(_nativeAudioPreprocessor, audioData, audioData.Length);
}
}
}