aboutsummaryrefslogtreecommitdiffstats
path: root/plugins/eg-scope.lv2
diff options
context:
space:
mode:
authorDavid Robillard <d@drobilla.net>2015-02-19 04:05:29 -0500
committerDavid Robillard <d@drobilla.net>2015-02-20 00:31:50 -0500
commit8adeb93d8d326732ffaa445fba7654e4b84721f2 (patch)
tree12c281909c0bca63d932e7567d44c6cb83cfe7c5 /plugins/eg-scope.lv2
parentbc893b67b17c3bbed7e60350d905381608085435 (diff)
downloadlv2-8adeb93d8d326732ffaa445fba7654e4b84721f2.tar.xz
Clean up whitespace.
Diffstat (limited to 'plugins/eg-scope.lv2')
-rw-r--r--plugins/eg-scope.lv2/examploscope_ui.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/plugins/eg-scope.lv2/examploscope_ui.c b/plugins/eg-scope.lv2/examploscope_ui.c
index a8c1e2c..04f6292 100644
--- a/plugins/eg-scope.lv2/examploscope_ui.c
+++ b/plugins/eg-scope.lv2/examploscope_ui.c
@@ -296,17 +296,17 @@ on_expose_event(GtkWidget* widget, GdkEventExpose* ev, gpointer data)
/**
Parse raw audio data and prepare for later drawing.
-
+
Note this is a toy example, which is really a waveform display, not an
oscilloscope. A serious scope would not display samples as is.
-
+
Signals above ~ 1/10 of the sampling-rate will not yield a useful visual
display and result in a rather unintuitive representation of the actual
waveform.
-
+
Ideally the audio-data would be buffered and upsampled here and after that
written in a display buffer for later use.
-
+
For more information, see
https://wiki.xiph.org/Videos/Digital_Show_and_Tell
http://lac.linuxaudio.org/2013/papers/36.pdf
@@ -587,7 +587,7 @@ recv_ui_state(EgScopeUI* ui, const LV2_Atom_Object* obj)
fprintf(stderr, "eg-scope.lv2 UI error: Corrupt state message\n");
return 1;
}
-
+
// Get the values we need from the body of the property value atoms
const int32_t spp = ((const LV2_Atom_Int*)spp_val)->body;
const float amp = ((const LV2_Atom_Float*)amp_val)->body;
@@ -603,7 +603,7 @@ recv_ui_state(EgScopeUI* ui, const LV2_Atom_Object* obj)
/**
Receive data from the DSP-backend.
-
+
This is called by the host, typically at a rate of around 25 FPS.
Ideally this happens regularly and with relatively low latency, but there