Comment cleanup, use better lower bound for waveform
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@ -248,7 +248,7 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
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value1 = waveform->data[pos * 3];
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value2 = waveform->data[pos * 3 + 1];
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if (samplestep >= 2.0f) {
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if (samplestep > 1.0f) {
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for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
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if (value1 > waveform->data[j * 3])
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value1 = waveform->data[j * 3];
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@ -258,12 +258,12 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
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}
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}
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else {
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/* use simple linear interpolation */
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float f = sampleoffset - pos;
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value1 = (1.0f - f) * value1 + f * waveform->data[pos * 3 + 3];
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value2 = (1.0f - f) * value2 + f * waveform->data[pos * 3 + 4];
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}
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/* max(value, -1) ensures that no sound gets drawn as a line */
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glVertex2f(x1 + i * stepsize, ymid + value1 * yscale);
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glVertex2f(x1 + i * stepsize, ymid + value2 * yscale);
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}
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