Searched refs:bandFactor1 (Results 1 – 1 of 1) sorted by relevance
996 float bandFactor1 = pContext->pBundledContext->bandGaindB[i]/15.0; in LvmEffect_limitLevel() local999 if (bandFactor1 > 0 && bandFactor2 > 0) { in LvmEffect_limitLevel()1000 float crossEnergy = bandFactor1 * bandFactor2 * in LvmEffect_limitLevel()1002 bandFactorSum += bandFactor1 * bandFactor2; in LvmEffect_limitLevel()