public override void Update(float deltaTime)
{
_currentPhaseValue -= deltaTime;
// Using ifs instead of a switch allows to skip phases with time 0.
if (_currentPhase == ADSRPhase.Attack)
if (_currentPhaseValue > 0f)
Brush.Opacity = Math.Min(1f, (Attack - _currentPhaseValue) / Attack) * AttackValue;
else
{
_currentPhaseValue = Decay;
_currentPhase = ADSRPhase.Decay;
}
if (_currentPhase == ADSRPhase.Decay)
if (_currentPhaseValue > 0f)
Brush.Opacity = SustainValue + (Math.Min(1f, _currentPhaseValue / Decay) * (AttackValue - SustainValue));
else
{
_currentPhaseValue = Sustain;
_currentPhase = ADSRPhase.Sustain;
}
if (_currentPhase == ADSRPhase.Sustain)
if (_currentPhaseValue > 0f)
Brush.Opacity = SustainValue;
else
{
_currentPhaseValue = Release;
_currentPhase = ADSRPhase.Release;
}
if (_currentPhase == ADSRPhase.Release)
if (_currentPhaseValue > 0f)
Brush.Opacity = Math.Min(1f, _currentPhaseValue / Release) * SustainValue;
else
{
_currentPhaseValue = Interval;
_currentPhase = ADSRPhase.Pause;
}
if (_currentPhase == ADSRPhase.Pause)
if (_currentPhaseValue > 0f)
Brush.Opacity = 0f;
else
{
if (++_repetitionCount >= Repetitions && Repetitions > 0)
IsDone = true;
_currentPhaseValue = Attack;
_currentPhase = ADSRPhase.Attack;
}
}