         DrawLineF0(arr: f0Array,count: f0Length)
         
         //リアルタイム音声合成のための初期化と合成音声synthe.wavの生成
-        execute_Synthesis(world_parameter!,toPath+"/synthe.wav")
+        execute_Synthesis(world_parameter!,ToPath+"/synthe.wav")
         
         //生成されたsyntheファイルの読み込み
-        let syntheFile = try! AVAudioFile(forReading:URL(string:toPath+"/synthe.wav")!)
+        let syntheFile = try! AVAudioFile(forReading:URL(string:ToPath+"/synthe.wav")!)
         //Bufferの初期化
-        buffer = AVAudioPCMBuffer(pcmFormat:syntheFile.processingFormat,frameCapacity:AVAudioFrameCount(frameCapacity))
+        buffer = AVAudioPCMBuffer(pcmFormat:syntheFile.processingFormat,frameCapacity:AVAudioFrameCount(FrameCapacity))
         //ファイルからバッファへ読み込み
-        try! syntheFile.read(into: buffer,frameCount: AVAudioFrameCount(frameCapacity))
+        try! syntheFile.read(into: buffer,frameCount: AVAudioFrameCount(FrameCapacity))
         
         //Audio周りの初期化
         InitializeAudio(file: syntheFile)
         //再生
-        playernode.scheduleBuffer(buffer,at:nil,options:AVAudioPlayerNodeBufferOptions.interrupts,completionHandler:nil)
+        playerNode.scheduleBuffer(buffer,at:nil,options:AVAudioPlayerNodeBufferOptions.interrupts,completionHandler:nil)
     }
     override func didReceiveMemoryWarning() {
         super.didReceiveMemoryWarning()

                break
            }
        }
        if startIndex > graphOffset*2{
            startIndex = startIndex - graphOffset
        }
        return startIndex
    }

        replayF0Array = []
        replayButton.isHighlighted = true
        LoadWavFromPath(path: "vaiueo2d")
        loadEffectData(particlePath: MaleStandPath!,shadowParticlePath: MaleShadowPath!)
    }
    
    //--------------------------
