+ float reduceSeconds = fabsf( elapsedSeconds * mSpeedFactor );
+ if( reduceSeconds > mDelaySeconds )
+ {
+ if( mSpeedFactor < 0.0f )
+ {
+ mElapsedSeconds -= reduceSeconds - mDelaySeconds;
+ }
+ else
+ {
+ mElapsedSeconds += reduceSeconds - mDelaySeconds;
+ }
+ mDelaySeconds = 0.0f;
+ }
+ else
+ {
+ mDelaySeconds -= reduceSeconds;
+ }