using FluidSim.Components; using FluidSim.Interfaces; using System; namespace FluidSim.Audio { public static class SoundProcessor { public static float MaxDeltaP { get; set; } = 100_000f; public static float MaxArea { get; set; } = 1e-4f; public static float MaxVelocity { get; set; } = 343f; public static float ReferenceDensity { get; set; } = 1.225f; public static float ReferenceSpeedOfSound { get; set; } = 343f; public static float Gain { get; set; } = 1.0f; public static double ComputeSample(Connection conn) { Port portA = conn.PortA; Port portB = conn.PortB; double pressureUp = portA.Pressure; double pressureDown = portB.Pressure; // No flow or no pressure drop → silence double deltaP = pressureUp - pressureDown; return deltaP / 1; } } }