public float Tap(uint sampleIndex) { return(_delayLine.Tap(sampleIndex)); }
public float TapUnsafe(uint sampleIndex, int offset) { return(IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount)); }
public float TapUnsafe(uint sampleIndex, int offset) { return(IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1)); }