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authorAaron Franke <arnfranke@yahoo.com>2020-04-03 05:50:40 -0400
committerAaron Franke <arnfranke@yahoo.com>2021-01-09 03:47:14 -0500
commit1d5042c9e265219dec8da7311879f12ef3ef698b (patch)
tree9456ab509bbcaf26cad8dca32dbe18a3cca9277d /servers/audio/effects/audio_effect_delay.cpp
parent98ccaa1bad97bdb83b2afd6a4df6f7a392745592 (diff)
downloadredot-engine-1d5042c9e265219dec8da7311879f12ef3ef698b.tar.gz
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
Diffstat (limited to 'servers/audio/effects/audio_effect_delay.cpp')
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index f04ab45ec1..ba50eeb0a3 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -75,7 +75,7 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
// feedback lowpass here
- float lpf_c = expf(-2.0 * Math_PI * base->feedback_lowpass / mix_rate); // 0 .. 10khz
+ float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz
float lpf_ic = 1.0 - lpf_c;
const AudioFrame *src = p_src_frames;