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-rw-r--r--Alc/alcReverb.c26
1 files changed, 22 insertions, 4 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c
index 24d1eb39..1d89e04d 100644
--- a/Alc/alcReverb.c
+++ b/Alc/alcReverb.c
@@ -539,11 +539,29 @@ ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, ALeffect *Effect)
// Calculate the 3D-panning gains for the early reflections and late
// reverb (for EAX mode).
{
- ALfloat *earlyPan = Effect->Reverb.ReflectionsPan;
- ALfloat *latePan = Effect->Reverb.LateReverbPan;
+ ALfloat earlyPan[3] = { Effect->Reverb.ReflectionsPan[0], Effect->Reverb.ReflectionsPan[1], Effect->Reverb.ReflectionsPan[2] };
+ ALfloat latePan[3] = { Effect->Reverb.LateReverbPan[0], Effect->Reverb.LateReverbPan[1], Effect->Reverb.LateReverbPan[2] };
ALfloat *speakerGain, dirGain, ambientGain;
+ ALfloat length;
ALint pos;
+ length = earlyPan[0]*earlyPan[0] + earlyPan[1]*earlyPan[1] + earlyPan[2]*earlyPan[2];
+ if(length > 1.0f)
+ {
+ length = 1.0f / aluSqrt(length);
+ earlyPan[0] *= length;
+ earlyPan[1] *= length;
+ earlyPan[2] *= length;
+ }
+ length = latePan[0]*latePan[0] + latePan[1]*latePan[1] + latePan[2]*latePan[2];
+ if(length > 1.0f)
+ {
+ length = 1.0f / aluSqrt(length);
+ latePan[0] *= length;
+ latePan[1] *= length;
+ latePan[2] *= length;
+ }
+
// This code applies directional reverb just like the mixer applies
// directional sources. It diffuses the sound toward all speakers
// as the magnitude of the panning vector drops, which is only an
@@ -552,14 +570,14 @@ ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, ALeffect *Effect)
pos = aluCart2LUTpos(earlyPan[2], earlyPan[0]);
speakerGain = &Context->PanningLUT[OUTPUTCHANNELS * pos];
dirGain = aluSqrt((earlyPan[0] * earlyPan[0]) + (earlyPan[2] * earlyPan[2]));
- ambientGain = 1.0 / aluSqrt(Context->NumChan) * (1.0 - dirGain);
+ ambientGain = (1.0 - dirGain);
for(index = 0;index < OUTPUTCHANNELS;index++)
State->Early.PanGain[index] = dirGain * speakerGain[index] + ambientGain;
pos = aluCart2LUTpos(latePan[2], latePan[0]);
speakerGain = &Context->PanningLUT[OUTPUTCHANNELS * pos];
dirGain = aluSqrt((latePan[0] * latePan[0]) + (latePan[2] * latePan[2]));
- ambientGain = 1.0 / aluSqrt(Context->NumChan) * (1.0 - dirGain);
+ ambientGain = (1.0 - dirGain);
for(index = 0;index < OUTPUTCHANNELS;index++)
State->Late.PanGain[index] = dirGain * speakerGain[index] + ambientGain;
}