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Added linear interpolation , with help from Vesa
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@@ -91,7 +91,7 @@ bool DelayEffect::processAudioBuffer( sampleFrame* buf, const fpp_t frames )
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{
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dryS[0] = buf[f][0];
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dryS[1] = buf[f][1];
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m_delay->setLength( length * m_lfo->tick() );
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m_delay->setLength( ( float )length * ( float )m_lfo->tick() );
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m_delay->tick( buf[f] );
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buf[f][0] = ( d * dryS[0] ) + ( w * buf[f][0] );
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