bool EffectLeveller::ProcessSimpleMono(float *buffer, sampleCount len) { for (int pass = 0; pass < mLevellerNumPasses; ++pass) { for (int i = 0; i < len; ++i) { buffer[i] = LevelOneFrame(buffer[i]); } } return true; }
sampleCount EffectLeveller::ProcessBlock(float **inBlock, float **outBlock, sampleCount blockLen) { float *ibuf = inBlock[0]; float *obuf = outBlock[0]; for (sampleCount i = 0; i < blockLen; i++) { float frame = ibuf[i]; for (int pass = 0; pass < mNumPasses; pass++) { frame = LevelOneFrame(frame); } obuf[i] = frame; } return blockLen; }