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Replaced all our internal use of the old AudioSampleBuffer name with AudioBuffer<float> (for which AudioSampleBuffer is just a typedef)

This commit is contained in:
jules 2017-10-30 14:52:47 +00:00
parent 6b45923426
commit aecb819985
67 changed files with 338 additions and 358 deletions

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@ -970,7 +970,7 @@ double AudioDeviceManager::LevelMeter::getCurrentLevel() const noexcept
void AudioDeviceManager::playTestSound()
{
{ // cunningly nested to swap, unlock and delete in that order.
ScopedPointer<AudioSampleBuffer> oldSound;
ScopedPointer<AudioBuffer<float>> oldSound;
{
const ScopedLock sl (audioCallbackLock);
@ -990,7 +990,7 @@ void AudioDeviceManager::playTestSound()
const double phasePerSample = double_Pi * 2.0 / (sampleRate / frequency);
AudioSampleBuffer* const newSound = new AudioSampleBuffer (1, soundLength);
auto* newSound = new AudioBuffer<float> (1, soundLength);
for (int i = 0; i < soundLength; ++i)
newSound->setSample (0, i, amplitude * (float) std::sin (i * phasePerSample));