Applying the Filter to the Audio

The active controller periodically calls a scene's processAudio() function and supplies a pointer to a buffer of audio samples that the scene should process. In our scene, we need to pass the input buffer to the filter:

void BM_Scene_CatPad_processAudio(float32_t *inputBuffer, const size_t bufferSize)
{
    MW_AFXUnit_SVFilter_process(&_filter, inputBuffer, bufferSize);
}

We are almost finished writing the code for this scene. There is one more callback function that needs to be implemented, the reset callback.