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Commit 867f11c

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Improved documentation
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‎docs.html‎

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@@ -88,13 +88,18 @@ <h3>Linear Memory</h3>
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<pre><code class="language-js">
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// Total memory consumption in this example: 256 * 4 = 1024 bytes.
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let someBuffer = Superpowered.createFloatArray(256);
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let someBuffer = new Superpowered.Float32Buffer(256);
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someBuffer.pointer; // Getting the linear memory index (pointer).
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someBuffer.length; // Getting the length of the buffer.
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someBuffer.array[0] = 0.5; // Accessing the buffer as a Float32Array.
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someBuffer.array[0] = 0.5; // Accessing the buffer as a Float32Array (standard web TypedArray).
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someBuffer.free(); // Deallocate everything.
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// Other types are also available, because every web standard TypedArray specialization is supported:
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new Superpowered.Uint8Buffer(...)
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new Superpowered.Int32Buffer(...)
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...
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</code></pre>
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<h3>Web Audio</h3>
@@ -1514,6 +1519,9 @@ <h3>TimeStretching</h3>
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// When the value if a multiply of 100 and is >= -1200 and <= 1200, changing the pitch shift needs only a few CPU clock cycles. Any change in pitchShiftCents involves significant momentary CPU load otherwise.
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ts.pitchShiftCents = 100;
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// Amount of formant correction, between 0 (none) and 1 (full). Default: 0.
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ts.formantCorrection = 0.5;
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// Returns with how many frames of input should be provided to the time stretcher to produce some output.
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// It's never blocking for real-time usage. Use it in the same thread with the other real-time methods of this class.
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// The result can be 0 if rate is 1 and pitch shift is 0, because in that case the time stretcher is fully "transparent" and any number of input frames will produce some output.
@@ -1548,7 +1556,7 @@ <h3>TimeStretching</h3>
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<h2>Loading Audio</h2>
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<p>Due to nature of most JavaScript runtimes (such as no control over thread scheduling or no direct disk access), loading audio with Superpowered is a little bit different vs. native. <em>The entire audio file must be loaded into the WebAssembly Linear Memory memory</em> first, then the Superpowered Decoder can read and decode it.</p>
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<p>Due to the nature of most JavaScript runtimes (such as no control over thread scheduling or no direct disk access), loading audio with Superpowered is a little bit different vs. native. <em>The entire audio file must be loaded into the WebAssembly Linear Memory memory</em> first, then the Superpowered Decoder can read and decode it.</p>
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<p>You can either use the SuperpoweredTrackLoader.downloadAndDecode API for ease of use, or the Superpowered Decoder for advanced features.</p>
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<h3>SuperpoweredTrackLoader</h3>

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