Don't make a pass-through macro for FadedDelayLineOut
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07f3ed0419
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@ -1405,8 +1405,7 @@ static inline ALfloat FadedDelayLineOut(const DelayLineI *Delay, const ALsizei o
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{
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return lerp(Delay->Line[off0&Delay->Mask][c], Delay->Line[off1&Delay->Mask][c], mu);
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}
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#define DELAY_OUT_Faded(d, o0, o1, c, mu) FadedDelayLineOut(d, o0, o1, c, mu)
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#define DELAY_OUT_Unfaded(d, o0, o1, c, mu) DelayLineOut(d, o0, c)
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#define UnfadedDelayLineOut(d, o0, o1, c, mu) DelayLineOut(d, o0, c)
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static inline ALvoid DelayLineIn(DelayLineI *Delay, const ALsizei offset, const ALsizei c, const ALfloat in)
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{
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@ -1529,8 +1528,8 @@ static void VectorAllpass_##T(ALfloat *restrict vec, const ALsizei offset, \
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for(i = 0;i < 4;i++) \
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{ \
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input = vec[i]; \
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vec[i] = DELAY_OUT_##T(&Vap->Delay, offset-Vap->Offset[i][0], \
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offset-Vap->Offset[i][1], i, mu) - \
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vec[i] = T##DelayLineOut(&Vap->Delay, offset-Vap->Offset[i][0], \
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offset-Vap->Offset[i][1], i, mu) - \
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feedCoeff*input; \
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f[i] = input + feedCoeff*vec[i]; \
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} \
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@ -1588,7 +1587,7 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
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for(i = 0;i < todo;i++) \
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{ \
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for(j = 0;j < 4;j++) \
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f[j] = DELAY_OUT_##T(&State->Delay, \
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f[j] = T##DelayLineOut(&State->Delay, \
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offset-State->EarlyDelayTap[j][0], \
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offset-State->EarlyDelayTap[j][1], j, fade \
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) * State->EarlyDelayCoeff[j]; \
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@ -1599,7 +1598,7 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
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DelayLineIn4Rev(&State->Early.Delay, offset, f); \
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\
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for(j = 0;j < 4;j++) \
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f[j] += DELAY_OUT_##T(&State->Early.Delay, \
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f[j] += T##DelayLineOut(&State->Early.Delay, \
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offset-State->Early.Offset[j][0], \
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offset-State->Early.Offset[j][1], j, fade \
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) * State->Early.Coeff[j]; \
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@ -1676,7 +1675,7 @@ static ALvoid LateReverb_Faded(ALreverbState *State, const ALsizei todo,
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ALfloat f[4];
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for(j = 0;j < 4;j++)
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f[j] = DELAY_OUT_Faded(&State->Delay,
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f[j] = FadedDelayLineOut(&State->Delay,
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offset-State->LateDelayTap[j][0],
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offset-State->LateDelayTap[j][1], j, fade
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) * State->Late.DensityGain;
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@ -1695,7 +1694,7 @@ static ALvoid LateReverb_Faded(ALreverbState *State, const ALsizei todo,
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}
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for(j = 0;j < 4;j++)
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f[j] += DELAY_OUT_Faded(&State->Late.Delay,
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f[j] += FadedDelayLineOut(&State->Late.Delay,
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offset - (State->Late.Offset[j][0]>>FRACTIONBITS),
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offset - (State->Late.Offset[j][1]>>FRACTIONBITS), j, fade
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);
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