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authorChris Robinson <[email protected]>2011-09-11 07:42:23 -0700
committerChris Robinson <[email protected]>2011-09-11 07:42:23 -0700
commitd51b93f8697ef562f09c843df31aaeb773d3caff (patch)
tree5b0faf40d137dad571eb3016289a71e46e2e9cea /Alc/alcReverb.c
parentab2b62c98030aa545ee0043feeae05916329a521 (diff)
Remove the union from the effect parameter types
Diffstat (limited to 'Alc/alcReverb.c')
-rw-r--r--Alc/alcReverb.c48
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
{