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This question was closed Dec 26, 2014 at 02:39 PM by Landern for the following reason:

Too subjective and argumentative, please take it to the forums: forum.unity3d.com

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Question by RoelfMik · Dec 26, 2014 at 08:44 AM · audioreverb

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...

alt text

... 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! :]

schroeder.gif (14.5 kB)
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