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authorChris Robinson <[email protected]>2018-01-02 19:44:31 -0800
committerChris Robinson <[email protected]>2018-01-02 19:44:31 -0800
commita16f933e3ad26c85321503e40a9bc5da69200ed6 (patch)
treeee5cfa1c5faaeea4134c2c3eb9bda68f14760557
parent9d61f429a5dedd844a48c1c00757d2152b20efe8 (diff)
Use a float literal for float math
-rw-r--r--Alc/effects/reverb.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index bf17cbe1..537cc082 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -1739,8 +1739,8 @@ static ALvoid LateReverb_Unfaded(ALreverbState *State, const ALsizei todo, ALflo
{
ALsizei delay = offset - (moddelay[j][i][0]>>FRACTIONBITS);
ALfloat modmu = (moddelay[j][i][0]&FRACTIONBITS) * (1.0f/FRACTIONONE);
- ALfloat r = DelayLineOut(&State->Late.Delay, delay, j)*(1.0-modmu) +
- DelayLineOut(&State->Late.Delay, delay-1, j)*( modmu);
+ ALfloat r = DelayLineOut(&State->Late.Delay, delay, j)*(1.0f-modmu) +
+ DelayLineOut(&State->Late.Delay, delay-1, j)*( modmu);
out[j][i] = f[j] + r;
}