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Too subjective and argumentative, please take it to the forums: forum.unity3d.com
Did I implement Schroeder reverb correctly? C#
I am working on a Schroeder reverb in Unity3D for a school assignment.
I used this picture as a basis...
... and created this script.
You can download the Unity3D project here.
I have used the OnAudioFilterRead() method, which allows the editing of audio through the manipulation of the array data[], which contains audio information. Within the OnAudioFilterRead() method I apply the Schroeder algorithm, which is: 4 x comb filter parallel, 2 x all pass in series.
My questions:
Did I implement it correctly?
Are there things in my code that can be improved?
I'm having a hard time getting it to sound "good". Is this inherent to the algorithm, or did I fuck up somewhere?
Thanks for your time & merry Christmas! :]
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