Cavern

 Cavern4D

 Cavernize

 Debug

 FilterInterfaces

 Filters

  Utilities

  Allpass

  Bandpass

  BandpassFlat

  BiquadFilter

  Cavernize

  CalculateSmoothingFactor(int, double)

  Cavernize(int, float)

  Effect

  GroundCrossover

  GroundLevel

  Height

  HeightLevel

  PresetOutput(int)

  Process(float[])

  SmoothFactor

  Comb

  ComplexFilter

  Convolver

  Crossover

  DebugCrossover

  Delay

  DualConvolver

  Echo

  FastConvolver

  Filter

  FilterExtensions

  Gain

  Highpass

  HighShelf

  Lowpass

  LowShelf

  Normalizer

  Notch

  PeakingEQ

  PhaseShifter

  SpikeConvolver

  ThreadSafeFastConvolver

 Format

 Helpers

 QuickEQ

 Remapping

 SpecialSources

 Spoofer

 Utilities

 Virtualizer

 Atmosphere

 AudioClip3D

 AudioListener3D

 AudioListener3DInspector

 AudioSource3D

 CavernizeRealtime

 Channel

 Clip

 Environments

 Jack

 Listener

 QualityModes

 Rolloffs

 SeatAdaptation

 Source

class Cavernize

Separates ground and height data for a channel of a regular surround mix.
VisibilityPublic
ExtendsFilter

Public functions

void CalculateSmoothingFactor(int updateRate, double smoothness = .8) Generate the smoothing factor for a smoothness value.
Constructor Cavernize(int sampleRate, float crossoverFrequency = 250) Separates ground and height data for a channel of a regular surround mix.
void PresetOutput(int updateRate) Create empty outputs for a given > in case they are
used before processing. This optimizes zero checks.
void Process(float[] samples)Cavernize an array of samples. One filter should be applied to only one continuous stream of samples.

Public properties

float EffectHeight separation effect strength.
double GroundCrossoverKeep all frequencies below this on the ground.
float[] GroundLevel Audio that must be played at ground level. Results are from the last frame.
float HeightThe moving part's normalized height from the ground. Clamped between -0.2 and 1, 1 means max height.
float[] HeightLevel Audio that should be played at the level by Height. Results are from the last frame.
float SmoothFactorRatio of the distance actually moved between calculated heights of ftames. Should be set with
CalculateSmoothingFactor(int, double).