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authorChris Robinson <[email protected]>2015-07-04 10:12:57 -0700
committerChris Robinson <[email protected]>2015-07-04 10:12:57 -0700
commit4efe0d869651567aa26a17687d050a0834100f49 (patch)
treeb1b886b6ddfddc27d6086d26599cc9ff1943fc37 /Alc/ALu.c
parentd90dfc8d1f4f9ae374230cab837400a64503c2c1 (diff)
Update a couple comments
Diffstat (limited to 'Alc/ALu.c')
-rw-r--r--Alc/ALu.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/Alc/ALu.c b/Alc/ALu.c
index 64cf5349..03df0499 100644
--- a/Alc/ALu.c
+++ b/Alc/ALu.c
@@ -105,9 +105,10 @@ extern inline void aluMatrixSet(aluMatrix *restrict matrix, ALfloat m00, ALfloat
* output. Things like effects and B-Format decoding will want to write to the
* virtual channels so that they can be mixed with HRTF in full 3D.
*
- * Sources that get mixed using HRTF directly will need to offset the output
- * buffer so that they skip the virtual output and write to the actual output
- * channels. This is the reason you'll see
+ * Sources that get mixed using HRTF directly (or that want to skip HRTF
+ * completely) will need to offset the output buffer so that they skip the
+ * virtual output and write to the actual output channels. This is the reason
+ * you'll see
*
* voice->Direct.OutBuffer += voice->Direct.OutChannels;
* voice->Direct.OutChannels = 2;