Simplify passing some span parameters
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@ -1250,9 +1250,8 @@ void EarlyReflection_Unfaded(ReverbState *State, const ALsizei offset, const ALs
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* bounce to improve the initial diffusion in the late reverb.
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*/
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const ALsizei late_feed_tap{offset - State->mLateFeedTap};
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const al::span<ReverbUpdateLine,NUM_LINES> out{State->mEarlySamples};
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VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, base,
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{out.cbegin(), out.cend()}, todo);
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const al::span<const ReverbUpdateLine,NUM_LINES> out{State->mEarlySamples};
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VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, base, out, todo);
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}
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void EarlyReflection_Faded(ReverbState *State, const ALsizei offset, const ALsizei todo,
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const ALfloat fade)
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@ -1323,9 +1322,8 @@ void EarlyReflection_Faded(ReverbState *State, const ALsizei offset, const ALsiz
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early_delay.write(offset, NUM_LINES-1-j, temps[j].data(), todo);
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const ALsizei late_feed_tap{offset - State->mLateFeedTap};
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const al::span<ReverbUpdateLine,NUM_LINES> out{State->mEarlySamples};
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VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, 0, {out.cbegin(), out.cend()},
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todo);
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const al::span<const ReverbUpdateLine,NUM_LINES> out{State->mEarlySamples};
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VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, 0, out, todo);
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}
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/* This generates the reverb tail using a modified feed-back delay network
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@ -1386,8 +1384,7 @@ void LateReverb_Unfaded(ReverbState *State, const ALsizei offset, const ALsizei
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std::copy_n(temps[j].begin(), todo, State->mLateSamples[j].begin() + base);
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/* Finally, scatter and bounce the results to refeed the feedback buffer. */
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VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, 0, {temps.cbegin(), temps.cend()},
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todo);
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VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, 0, temps, todo);
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}
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void LateReverb_Faded(ReverbState *State, const ALsizei offset, const ALsizei todo,
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const ALfloat fade)
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@ -1446,8 +1443,7 @@ void LateReverb_Faded(ReverbState *State, const ALsizei offset, const ALsizei to
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for(size_t j{0u};j < NUM_LINES;j++)
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std::copy_n(temps[j].begin(), todo, State->mLateSamples[j].begin());
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VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, 0, {temps.cbegin(), temps.cend()},
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todo);
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VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, 0, temps, todo);
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}
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void ReverbState::process(const ALsizei samplesToDo, const FloatBufferLine *RESTRICT samplesIn, const ALsizei numInput, const al::span<FloatBufferLine> samplesOut)
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