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authorChris Robinson <[email protected]>2020-11-07 08:36:49 -0800
committerChris Robinson <[email protected]>2020-11-07 08:36:49 -0800
commit4e760bbecc6ac4031dca45b4882c6faa71842e90 (patch)
treee639b40d42ef8f2c3511e93a965cddb31245a729 /alc/effects/reverb.cpp
parent120776bec5f908104f0e76453402ff45a0762846 (diff)
Use a separate structure for the active effect slot properties
Diffstat (limited to 'alc/effects/reverb.cpp')
-rw-r--r--alc/effects/reverb.cpp11
1 files changed, 7 insertions, 4 deletions
diff --git a/alc/effects/reverb.cpp b/alc/effects/reverb.cpp
index 3fa0b271..45464193 100644
--- a/alc/effects/reverb.cpp
+++ b/alc/effects/reverb.cpp
@@ -529,8 +529,10 @@ struct ReverbState final : public EffectState {
const float fadeStep);
void deviceUpdate(const ALCdevice *device) override;
- void update(const ALCcontext *context, const ALeffectslot *slot, const EffectProps *props, const EffectTarget target) override;
- void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut) override;
+ void update(const ALCcontext *context, const EffectSlot *slot, const EffectProps *props,
+ const EffectTarget target) override;
+ void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
+ const al::span<FloatBufferLine> samplesOut) override;
DEF_NEWDEL(ReverbState)
};
@@ -984,7 +986,8 @@ void ReverbState::update3DPanning(const float *ReflectionsPan, const float *Late
}
}
-void ReverbState::update(const ALCcontext *Context, const ALeffectslot *Slot, const EffectProps *props, const EffectTarget target)
+void ReverbState::update(const ALCcontext *Context, const EffectSlot *Slot,
+ const EffectProps *props, const EffectTarget target)
{
const ALCdevice *Device{Context->mDevice.get()};
const auto frequency = static_cast<float>(Device->Frequency);
@@ -1036,7 +1039,7 @@ void ReverbState::update(const ALCcontext *Context, const ALeffectslot *Slot, co
props->Reverb.DecayTime, hfDecayTime, lf0norm, hf0norm, frequency);
/* Update early and late 3D panning. */
- const float gain{props->Reverb.Gain * Slot->Params.Gain * ReverbBoost};
+ const float gain{props->Reverb.Gain * Slot->Gain * ReverbBoost};
update3DPanning(props->Reverb.ReflectionsPan, props->Reverb.LateReverbPan,
props->Reverb.ReflectionsGain*gain, props->Reverb.LateReverbGain*gain, target);