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Replaced all our internal use of the old AudioSampleBuffer name with AudioBuffer<float> (for which AudioSampleBuffer is just a typedef)
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67 changed files with 338 additions and 358 deletions
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@ -970,7 +970,7 @@ double AudioDeviceManager::LevelMeter::getCurrentLevel() const noexcept
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void AudioDeviceManager::playTestSound()
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{
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{ // cunningly nested to swap, unlock and delete in that order.
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ScopedPointer<AudioSampleBuffer> oldSound;
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ScopedPointer<AudioBuffer<float>> oldSound;
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{
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const ScopedLock sl (audioCallbackLock);
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@ -990,7 +990,7 @@ void AudioDeviceManager::playTestSound()
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const double phasePerSample = double_Pi * 2.0 / (sampleRate / frequency);
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AudioSampleBuffer* const newSound = new AudioSampleBuffer (1, soundLength);
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auto* newSound = new AudioBuffer<float> (1, soundLength);
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for (int i = 0; i < soundLength; ++i)
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newSound->setSample (0, i, amplitude * (float) std::sin (i * phasePerSample));
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