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-rw-r--r--alc/effects/autowah.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/alc/effects/autowah.cpp b/alc/effects/autowah.cpp
index 10d69b6c..144798f8 100644
--- a/alc/effects/autowah.cpp
+++ b/alc/effects/autowah.cpp
@@ -71,7 +71,7 @@ struct ALautowahState final : public EffectState {
ALboolean deviceUpdate(const ALCdevice *device) override;
void update(const ALCcontext *context, const ALeffectslot *slot, const EffectProps *props, const EffectTarget target) override;
- void process(const ALsizei samplesToDo, const FloatBufferLine *RESTRICT samplesIn, const ALsizei numInput, const al::span<FloatBufferLine> samplesOut) override;
+ void process(const size_t samplesToDo, const FloatBufferLine *RESTRICT samplesIn, const ALsizei numInput, const al::span<FloatBufferLine> samplesOut) override;
DEF_NEWDEL(ALautowahState)
};
@@ -126,7 +126,7 @@ void ALautowahState::update(const ALCcontext *context, const ALeffectslot *slot,
}
}
-void ALautowahState::process(const ALsizei samplesToDo, const FloatBufferLine *RESTRICT samplesIn, const ALsizei numInput, const al::span<FloatBufferLine> samplesOut)
+void ALautowahState::process(const size_t samplesToDo, const FloatBufferLine *RESTRICT samplesIn, const ALsizei numInput, const al::span<FloatBufferLine> samplesOut)
{
const ALfloat attack_rate = mAttackRate;
const ALfloat release_rate = mReleaseRate;
@@ -136,7 +136,7 @@ void ALautowahState::process(const ALsizei samplesToDo, const FloatBufferLine *R
const ALfloat bandwidth = mBandwidthNorm;
ALfloat env_delay{mEnvDelay};
- for(ALsizei i{0};i < samplesToDo;i++)
+ for(size_t i{0u};i < samplesToDo;i++)
{
ALfloat w0, sample, a;
@@ -166,7 +166,7 @@ void ALautowahState::process(const ALsizei samplesToDo, const FloatBufferLine *R
ALfloat z1{mChans[c].Filter.z1};
ALfloat z2{mChans[c].Filter.z2};
- for(ALsizei i{0};i < samplesToDo;i++)
+ for(size_t i{0u};i < samplesToDo;i++)
{
const ALfloat alpha = mEnv[i].alpha;
const ALfloat cos_w0 = mEnv[i].cos_w0;
@@ -190,7 +190,7 @@ void ALautowahState::process(const ALsizei samplesToDo, const FloatBufferLine *R
mChans[c].Filter.z2 = z2;
/* Now, mix the processed sound data to the output. */
- MixSamples({mBufferOut, mBufferOut+samplesToDo}, samplesOut, mChans[c].CurrentGains,
+ MixSamples({mBufferOut, samplesToDo}, samplesOut, mChans[c].CurrentGains,
mChans[c].TargetGains, samplesToDo, 0);
}
}