renderer: switched audio rendering over to planar buffers
While planar audio cannot be used for playback, it's much easier for processing. This should lead to cleaner and easier to write code in the future.
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+1
-6
@@ -482,13 +482,8 @@ NodeInput* Node::ProcessesSamplesFrom() const
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return nullptr;
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}
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void Node::ProcessSamples(const NodeValueDatabase *values, const AudioRenderingParams ¶ms, const float *input, float *output, int index) const
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void Node::ProcessSamples(const NodeValueDatabase*, const AudioRenderingParams&, const SampleBufferPtr, SampleBufferPtr, int) const
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{
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Q_UNUSED(values)
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Q_UNUSED(params)
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Q_UNUSED(input)
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Q_UNUSED(output)
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Q_UNUSED(index)
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}
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NodeParam *Node::GetParameterWithID(const QString &id) const
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