float attack_intensity[(AAC_NUM_BLOCKS_SHORT + 1) * PSY_LAME_NUM_SUBBLOCKS];
float energy_subshort[(AAC_NUM_BLOCKS_SHORT + 1) * PSY_LAME_NUM_SUBBLOCKS];
float energy_short[AAC_NUM_BLOCKS_SHORT + 1] = { 0 };
float attack_intensity[(AAC_NUM_BLOCKS_SHORT + 1) * PSY_LAME_NUM_SUBBLOCKS];
float energy_subshort[(AAC_NUM_BLOCKS_SHORT + 1) * PSY_LAME_NUM_SUBBLOCKS];
float energy_short[AAC_NUM_BLOCKS_SHORT + 1] = { 0 };
/* GB: tuned (1) to avoid too many short blocks for test sample TRUMPET */
/* RH: tuned (2) to let enough short blocks through for test sample FSOL and SNAPS */
for (i = 1; i < AAC_NUM_BLOCKS_SHORT + 1; i++) {
/* GB: tuned (1) to avoid too many short blocks for test sample TRUMPET */
/* RH: tuned (2) to let enough short blocks through for test sample FSOL and SNAPS */
for (i = 1; i < AAC_NUM_BLOCKS_SHORT + 1; i++) {
- float const u = energy_short[i - 1];
- float const v = energy_short[i];
- float const m = FFMAX(u, v);
+ const float u = energy_short[i - 1];
+ const float v = energy_short[i];
+ const float m = FFMAX(u, v);
if (m < 40000) { /* (2) */
if (u < 1.7f * v && v < 1.7f * u) { /* (1) */
if (i == 1 && attacks[0] < attacks[i])
if (m < 40000) { /* (2) */
if (u < 1.7f * v && v < 1.7f * u) { /* (1) */
if (i == 1 && attacks[0] < attacks[i])