ref: c15ecbf7280c4b6714412f0ce5ce40b29c1b5aa4
parent: bd876e9309acfa451fa31f3576a9bca71a5e9759
author: Gabriel Ravier <gabrielravier@gabrielAncientIBMv2>
date: Wed Jan 29 07:47:02 EST 2020
Used fmodf instead of fmod for a 0.5% performance increase in MixSounds Signed-off-by: Gabriel Ravier <gabrielravier@gabrielAncientIBMv2>
--- a/src/Backends/Audio/SDL2.cpp
+++ b/src/Backends/Audio/SDL2.cpp
@@ -85,7 +85,7 @@
const float sample2 = (sound->samples[(size_t)sound->position + 1] - 128.0f) / 128.0f;
// Perform linear interpolation
- const float interpolated_sample = sample1 + ((sample2 - sample1) * (float)fmod(sound->position, 1.0));
+ const float interpolated_sample = sample1 + ((sample2 - sample1) * fmodf(sound->position, 1.0));
*steam_pointer++ += interpolated_sample * sound->volume_l;
*steam_pointer++ += interpolated_sample * sound->volume_r;
@@ -96,7 +96,7 @@
{
if (sound->looping)
{
- sound->position = fmod(sound->position, (double)sound->frames);
+ sound->position = fmodf(sound->position, sound->frames);
}
else
{
--
⑨