diff options
author | Chris Robinson <[email protected]> | 2011-09-11 07:42:23 -0700 |
---|---|---|
committer | Chris Robinson <[email protected]> | 2011-09-11 07:42:23 -0700 |
commit | d51b93f8697ef562f09c843df31aaeb773d3caff (patch) | |
tree | 5b0faf40d137dad571eb3016289a71e46e2e9cea /Alc/alcReverb.c | |
parent | ab2b62c98030aa545ee0043feeae05916329a521 (diff) |
Remove the union from the effect parameter types
Diffstat (limited to 'Alc/alcReverb.c')
-rw-r--r-- | Alc/alcReverb.c | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c index 5a742593..84cda102 100644 --- a/Alc/alcReverb.c +++ b/Alc/alcReverb.c @@ -1113,61 +1113,61 @@ static ALvoid ReverbUpdate(ALeffectState *effect, ALCcontext *Context, const ALe } // Calculate the master low-pass filter (from the master effect HF gain). - cw = CalcI3DL2HFreq(Slot->effect.Params.Reverb.HFReference, frequency); + cw = CalcI3DL2HFreq(Slot->effect.Reverb.HFReference, frequency); // This is done with 2 chained 1-pole filters, so no need to square g. - State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw); + State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Reverb.GainHF, cw); if(isEAX) { // Update the modulator line. - UpdateModulator(Slot->effect.Params.Reverb.ModulationTime, - Slot->effect.Params.Reverb.ModulationDepth, + UpdateModulator(Slot->effect.Reverb.ModulationTime, + Slot->effect.Reverb.ModulationDepth, frequency, State); } // Update the initial effect delay. - UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay, - Slot->effect.Params.Reverb.LateReverbDelay, + UpdateDelayLine(Slot->effect.Reverb.ReflectionsDelay, + Slot->effect.Reverb.LateReverbDelay, frequency, State); // Update the early lines. - UpdateEarlyLines(Slot->effect.Params.Reverb.Gain, - Slot->effect.Params.Reverb.ReflectionsGain, - Slot->effect.Params.Reverb.LateReverbDelay, State); + UpdateEarlyLines(Slot->effect.Reverb.Gain, + Slot->effect.Reverb.ReflectionsGain, + Slot->effect.Reverb.LateReverbDelay, State); // Update the decorrelator. - UpdateDecorrelator(Slot->effect.Params.Reverb.Density, frequency, State); + UpdateDecorrelator(Slot->effect.Reverb.Density, frequency, State); // Get the mixing matrix coefficients (x and y). - CalcMatrixCoeffs(Slot->effect.Params.Reverb.Diffusion, &x, &y); + CalcMatrixCoeffs(Slot->effect.Reverb.Diffusion, &x, &y); // Then divide x into y to simplify the matrix calculation. State->Late.MixCoeff = y / x; // If the HF limit parameter is flagged, calculate an appropriate limit // based on the air absorption parameter. - hfRatio = Slot->effect.Params.Reverb.DecayHFRatio; - if(Slot->effect.Params.Reverb.DecayHFLimit && - Slot->effect.Params.Reverb.AirAbsorptionGainHF < 1.0f) + hfRatio = Slot->effect.Reverb.DecayHFRatio; + if(Slot->effect.Reverb.DecayHFLimit && + Slot->effect.Reverb.AirAbsorptionGainHF < 1.0f) hfRatio = CalcLimitedHfRatio(hfRatio, - Slot->effect.Params.Reverb.AirAbsorptionGainHF, - Slot->effect.Params.Reverb.DecayTime); + Slot->effect.Reverb.AirAbsorptionGainHF, + Slot->effect.Reverb.DecayTime); // Update the late lines. - UpdateLateLines(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain, - x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime, - Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State); + UpdateLateLines(Slot->effect.Reverb.Gain, Slot->effect.Reverb.LateReverbGain, + x, Slot->effect.Reverb.Density, Slot->effect.Reverb.DecayTime, + Slot->effect.Reverb.Diffusion, hfRatio, cw, frequency, State); if(isEAX) { // Update the echo line. - UpdateEchoLine(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain, - Slot->effect.Params.Reverb.EchoTime, Slot->effect.Params.Reverb.DecayTime, - Slot->effect.Params.Reverb.Diffusion, Slot->effect.Params.Reverb.EchoDepth, + UpdateEchoLine(Slot->effect.Reverb.Gain, Slot->effect.Reverb.LateReverbGain, + Slot->effect.Reverb.EchoTime, Slot->effect.Reverb.DecayTime, + Slot->effect.Reverb.Diffusion, Slot->effect.Reverb.EchoDepth, hfRatio, cw, frequency, State); // Update early and late 3D panning. - Update3DPanning(Context->Device, Slot->effect.Params.Reverb.ReflectionsPan, - Slot->effect.Params.Reverb.LateReverbPan, Slot->Gain, State); + Update3DPanning(Context->Device, Slot->effect.Reverb.ReflectionsPan, + Slot->effect.Reverb.LateReverbPan, Slot->Gain, State); } else { |