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author | Otávio Pace <otaviopp8@gmail.com> | 2019-01-14 03:22:05 +0100 |
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committer | Otávio Pace <otaviopp8@gmail.com> | 2019-01-14 03:22:05 +0100 |
commit | 215ca770df9b33f0504853e6a909475f01eaaa79 (patch) | |
tree | 8e5e6c5b3936b98306c58038decca92ffa46d9e7 | |
parent | Merge pull request #1848 from FreddyFunk/QJsonArray (diff) | |
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-rw-r--r-- | src/audio_core/time_stretch.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/audio_core/time_stretch.cpp b/src/audio_core/time_stretch.cpp index 2fe0b3aef..726591fce 100644 --- a/src/audio_core/time_stretch.cpp +++ b/src/audio_core/time_stretch.cpp @@ -53,8 +53,8 @@ std::size_t TimeStretcher::Process(const s16* in, std::size_t num_in, s16* out, const double lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale); m_stretch_ratio += lpf_gain * (current_ratio - m_stretch_ratio); - // Place a lower limit of 5% speed. When a game boots up, there will be - // many silence samples. These do not need to be timestretched. + // Place a lower limit of 5% speed. When a game boots up, there will be + // many silence samples. These do not need to be timestretched. m_stretch_ratio = std::max(m_stretch_ratio, 0.05); m_sound_touch.setTempo(m_stretch_ratio); |