@@ -273,20 +273,20 @@ class Delay : public AudioEffect {
273273
274274 void setDepth (float value) {
275275 depth = value;
276- if (depth > 1.0 )
277- depth = 1.0 ;
278- if (depth < 0 )
279- depth = 0.0 ;
276+ if (depth > 1 .0f )
277+ depth = 1 .0f ;
278+ if (depth < 0 . 0f )
279+ depth = 0 .0f ;
280280 }
281281
282282 float getDepth () { return depth; }
283283
284284 void setFeedback (float feed) {
285285 feedback = feed;
286- if (feedback > 1.0 )
287- feedback = 1.0 ;
288- if (feedback < 0 )
289- feedback = 0.0 ;
286+ if (feedback > 1 .0f )
287+ feedback = 1 .0f ;
288+ if (feedback < 0 . 0f )
289+ feedback = 0 .0f ;
290290 }
291291
292292 float getFeedback () { return feedback; }
@@ -306,7 +306,7 @@ class Delay : public AudioEffect {
306306 int32_t delayed_value = buffer[delay_line_index];
307307
308308 // Mix the above with current audio and write the results back to output
309- int32_t out = ((1.0 - depth) * input) + (depth * delayed_value);
309+ int32_t out = ((1 .0f - depth) * input) + (depth * delayed_value);
310310
311311 // Update each delay line
312312 buffer[delay_line_index] = clip (feedback * (delayed_value + input));
@@ -322,7 +322,7 @@ class Delay : public AudioEffect {
322322
323323protected:
324324 Vector<effect_t > buffer{0 };
325- float feedback = 0.0 , duration = 0.0 , sampleRate = 0.0 , depth = 0.0 ;
325+ float feedback = 0 .0f , duration = 0 .0f , sampleRate = 0 .0f , depth = 0 .0f ;
326326 size_t delay_len_samples = 0 ;
327327 size_t delay_line_index = 0 ;
328328
@@ -510,7 +510,7 @@ class Compressor : public AudioEffect {
510510
511511 // / Defines the compression ratio from 0 to 1
512512 void setCompressionRatio (float compressionRatio){
513- if (compressionRatio< 1.0 ){
513+ if (compressionRatio < 1 . 0f ){
514514 gainreduce = compressionRatio;
515515 }
516516 recalculate ();
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