remove superfluous debugging to STDOUT so it can go on screen later

This commit is contained in:
Stephen Birarda 2013-01-29 16:30:54 -08:00
parent 1aff6c23a1
commit 15c940f9ed

View file

@ -58,8 +58,6 @@ int audioCallback (const void *inputBuffer,
glm::vec3 headPos = data->linkedHead->getPos();
glm::vec3 sourcePos = source->position;
std::cout << "L2: " << source->lengthInSamples << "\n";
int startPointer = source->samplePointer;
int wrapAroundSamples = (BUFFER_LENGTH_BYTES / sizeof(int16_t)) - (source->lengthInSamples - source->samplePointer);
@ -82,7 +80,7 @@ int audioCallback (const void *inputBuffer,
float phaseAmpRatio = 1.f - (AMPLITUDE_RATIO_AT_90 * sinRatio);
std::cout << "S: " << numSamplesDelay << " A: " << angleToSource << " S: " << sinRatio << " AR: " << phaseAmpRatio << "\n";
// std::cout << "S: " << numSamplesDelay << " A: " << angleToSource << " S: " << sinRatio << " AR: " << phaseAmpRatio << "\n";
int16_t *leadingOutput = angleToSource > 0 ? outputLeft : outputRight;
int16_t *trailingOutput = angleToSource > 0 ? outputRight : outputLeft;