         super.viewDidLoad()
         //Initialize処理
         InitializeView()
-        InitializeBuffer(cnt: buffer_cnt)
+        InitializeBuffer(cnt: BufferCnt)
         
         //エフェクト読み込み
-        loadEffectData(particlePath: maleStandPath!,shadowParticlePath: maleShadowPath!)
+        loadEffectData(particlePath: MaleStandPath!,shadowParticlePath: MaleShadowPath!)
         self.view.addSubview(standEffect!)
         
         //WORLDの初期化

    //再生用のAVAudio周りの初期化
    func InitializeAudio(file:AVAudioFile){
        audioEngine = AVAudioEngine()
        playernode = AVAudioPlayerNode()
        syntheNode = AVAudioPlayerNode()
        audioEngine.attach(playernode)
        audioEngine.attach(syntheNode)
        let mixer = audioEngine.mainMixerNode
        audioEngine.connect(playernode,to: mixer, format:file.processingFormat)
        audioEngine.connect(syntheNode,to: mixer, format:audioFormat)
        audioEngine.prepare()
        try! audioEngine.start()
        playernode.play()
        syntheNode.play()
    }
    

                //次の合成していいよ
                canSynthe = true
                //次のバッファを再生用Nodeに末尾追加
                syntheNode.scheduleBuffer(buffers[nextBufferNum],at:nil,completionHandler:nil)
                //合成位置を格納
                syntheIndex = Int32(tapIndex + CGFloat(f0Start))
                
                //Replay時のためにIndexとF0を保存
                replayIndexArray.append(tapIndex)
