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authorOtávio Pace <otaviopp8@gmail.com>2019-01-14 03:22:05 +0100
committerOtávio Pace <otaviopp8@gmail.com>2019-01-14 03:22:05 +0100
commit215ca770df9b33f0504853e6a909475f01eaaa79 (patch)
tree8e5e6c5b3936b98306c58038decca92ffa46d9e7 /src/audio_core/time_stretch.cpp
parentMerge pull request #1848 from FreddyFunk/QJsonArray (diff)
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Diffstat (limited to 'src/audio_core/time_stretch.cpp')
-rw-r--r--src/audio_core/time_stretch.cpp4
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);