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replace alloca with malloc to fix windows builds
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2
Externals/soundtouch/FIRFilter.cpp
vendored
2
Externals/soundtouch/FIRFilter.cpp
vendored
@ -170,7 +170,7 @@ uint FIRFilter::evaluateFilterMono(SAMPLETYPE *dest, const SAMPLETYPE *src, uint
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uint FIRFilter::evaluateFilterMulti(SAMPLETYPE *dest, const SAMPLETYPE *src, uint numSamples, uint numChannels) const
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{
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uint i, j, end, c;
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LONG_SAMPLETYPE *sum=(LONG_SAMPLETYPE*)alloca(numChannels*sizeof(*sum));
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LONG_SAMPLETYPE *sum=(LONG_SAMPLETYPE*)malloc(numChannels*sizeof(*sum));
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#ifdef SOUNDTOUCH_FLOAT_SAMPLES
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// when using floating point samples, use a scaler instead of a divider
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// because division is much slower operation than multiplying.
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2
Externals/soundtouch/SoundTouch.cpp
vendored
2
Externals/soundtouch/SoundTouch.cpp
vendored
@ -348,7 +348,7 @@ void SoundTouch::flush()
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int i;
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int nUnprocessed;
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int nOut;
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SAMPLETYPE *buff=(SAMPLETYPE*)alloca(64*channels*sizeof(SAMPLETYPE));
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SAMPLETYPE *buff=(SAMPLETYPE*)malloc(64*channels*sizeof(SAMPLETYPE));
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// check how many samples still await processing, and scale
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// that by tempo & rate to get expected output sample count
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