A ProcessorInstance that processes audio data.
An EffectInstance can be defined through implementing the IControl<T0> and
IRealtime interfaces, which defines the control and real-time thread behaviour respectively.
To use an effect in a scene, for example with an AudioSource, expose it through an
IAudioEffect component attached to the same GameObject as the AudioSource.
The AudioSource auto-discovers IAudioEffect components on its GameObject
and instantiates and manages their EffectInstances for you.
It is also possible to create your own effects through code using a ControlContext.
Interacting with an instantiated effect depends on ownership of the EffectInstance:
If the effect has been created from an AudioSource, you would interact with it
through the instance obtained from AudioSource.GetEffectInstance.
| Method | Description |
|---|---|
| Configure | Manually reconfigure this EffectInstance with the given AudioConfiguration. |
| Equals | Checks if this instance equals another. |
| GetHashCode | Retrieves a hash code based on this instance. |
| Operator | Description |
|---|---|
| operator != | Checks if two instances are not equal. |
| operator == | Checks if two instances are equal. |
| ProcessorInstance | Convert this EffectInstance to its more general ProcessorInstance representation. |