Searched refs:gainCorrection (Results 1 – 3 of 3) sorted by relevance
166 float gainCorrection = 1.0 / gain; // normalize the gain in generateCoefficients() local168 mCoefficients.at(gainCursor + tap) *= gainCorrection; in generateCoefficients()
192 int gainCorrection = 0; in limitLevel() local258 gainCorrection = maxLevelRound + mVolumedB; in limitLevel()261 params.VC_EffectLevel = mVolumedB - gainCorrection; in limitLevel()
733 int gainCorrection = 0; in LvmEffect_limitLevel()801 gainCorrection = maxLevelRound + pContext->pBundledContext->volume; in LvmEffect_limitLevel()804 ActiveParams.VC_EffectLevel = pContext->pBundledContext->volume - gainCorrection; in LvmEffect_limitLevel()809 gainCorrection, ActiveParams.VC_EffectLevel); in LvmEffect_limitLevel()