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authorFilip Gawin <filip.gawin@zoho.com>2019-08-16 20:17:15 +0200
committerFilip Gawin <filip.gawin@zoho.com>2019-08-27 21:18:47 +0200
commit2fabbc3b4cab40220986f402569af64673cb4cd9 (patch)
tree3278631a5e3dd19a0af92204e6bfb48702dd04f0 /eax
parent458fc63f0196dc92362b44d5cf7ebf67bbc903e1 (diff)
More more more audio
Diffstat (limited to 'eax')
-rw-r--r--eax/eax-util.cpp26
-rw-r--r--eax/eax-util.h22
2 files changed, 24 insertions, 24 deletions
diff --git a/eax/eax-util.cpp b/eax/eax-util.cpp
index 44425957..42eef738 100644
--- a/eax/eax-util.cpp
+++ b/eax/eax-util.cpp
@@ -119,7 +119,7 @@ bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPE
if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay)
lpResult->flReflectionsDelay = lpStart->flReflectionsDelay;
else
- lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001) * flRatio) );
+ lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001f) * flRatio) );
// Reflections Pan
@@ -155,7 +155,7 @@ bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPE
if (lpStart->flReverbDelay == lpFinish->flReverbDelay)
lpResult->flReverbDelay = lpStart->flReverbDelay;
else
- lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001) * flRatio) );
+ lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001f) * flRatio) );
// Reverb Pan
@@ -354,7 +354,7 @@ void Clamp(EAXVECTOR *eaxVector)
// Array of scenario names //
//////////////////////////////////////////////////////
-char* EAX30_SCENARIO_NAMES[] =
+const char* EAX30_SCENARIO_NAMES[] =
{
"Castle",
"Factory",
@@ -376,7 +376,7 @@ char* EAX30_SCENARIO_NAMES[] =
// Array of standardised location names //
//////////////////////////////////////////////////////
-char* EAX30_LOCATION_NAMES[] =
+const char* EAX30_LOCATION_NAMES[] =
{
"Hall",
"Large Room",
@@ -410,7 +410,7 @@ EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30
// Array of original environment names //
//////////////////////////////////////////////////////
-char* EAX30_ORIGINAL_PRESET_NAMES[] =
+const char* EAX30_ORIGINAL_PRESET_NAMES[] =
{
"Generic",
"Padded Cell",
@@ -480,7 +480,7 @@ EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[] =
// Array of sport environment names //
//////////////////////////////////////////////////////
-char* EAX30_SPORTS_PRESET_NAMES[] =
+const char* EAX30_SPORTS_PRESET_NAMES[] =
{
"Empty Stadium",
"Full Stadium",
@@ -512,7 +512,7 @@ EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[] =
// Array of prefab environment names //
//////////////////////////////////////////////////////
-char* EAX30_PREFAB_PRESET_NAMES[] =
+const char* EAX30_PREFAB_PRESET_NAMES[] =
{
"Workshop",
"School Room",
@@ -540,7 +540,7 @@ EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[] =
// Array of Domes & Pipes environment names //
//////////////////////////////////////////////////////
-char* EAX30_DOMESNPIPES_PRESET_NAMES[] =
+const char* EAX30_DOMESNPIPES_PRESET_NAMES[] =
{
"Domed Tomb",
"Saint Paul's Dome",
@@ -570,7 +570,7 @@ EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[] =
// Array of Outdoors environment names //
//////////////////////////////////////////////////////
-char* EAX30_OUTDOORS_PRESET_NAMES[] =
+const char* EAX30_OUTDOORS_PRESET_NAMES[] =
{
"Backyard",
"Rolling Plains",
@@ -598,7 +598,7 @@ EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[] =
// Array of Mood environment names //
//////////////////////////////////////////////////////
-char* EAX30_MOOD_PRESET_NAMES[] =
+const char* EAX30_MOOD_PRESET_NAMES[] =
{
"Heaven",
"Hell",
@@ -622,7 +622,7 @@ EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[] =
// Array of driving environment names //
//////////////////////////////////////////////////////
-char* EAX30_DRIVING_PRESET_NAMES[] =
+const char* EAX30_DRIVING_PRESET_NAMES[] =
{
"Race Commentator",
"Pit Garage",
@@ -656,7 +656,7 @@ EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[] =
// Array of City environment names //
//////////////////////////////////////////////////////
-char* EAX30_CITY_PRESET_NAMES[] =
+const char* EAX30_CITY_PRESET_NAMES[] =
{
"City Streets",
"Subway",
@@ -686,7 +686,7 @@ EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[] =
// Array of Misc environment names //
//////////////////////////////////////////////////////
-char* EAX30_MISC_PRESET_NAMES[] =
+const char* EAX30_MISC_PRESET_NAMES[] =
{
"Dusty Box Room",
"Chapel",
diff --git a/eax/eax-util.h b/eax/eax-util.h
index 204582aa..441f0115 100644
--- a/eax/eax-util.h
+++ b/eax/eax-util.h
@@ -372,7 +372,7 @@ EAX30_SCENARIO;
// Array of scenario names //
//////////////////////////////////////////////////////
-extern char* EAX30_SCENARIO_NAMES[];
+extern const char* EAX30_SCENARIO_NAMES[];
//////////////////////////////////////////////////////
// Standardised Locations enumerated //
@@ -402,7 +402,7 @@ EAX30_LOCATION;
// Array of standardised location names //
//////////////////////////////////////////////////////
-extern char* EAX30_LOCATION_NAMES[];
+extern const char* EAX30_LOCATION_NAMES[];
//////////////////////////////////////////////////////
// Number of effects in each scenario //
@@ -471,7 +471,7 @@ EAX30_ORIGINAL_PRESET_ENUMS;
// Array of original environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_ORIGINAL_PRESET_NAMES[];
+extern const char* EAX30_ORIGINAL_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Original effects matrix //
@@ -501,7 +501,7 @@ EAX30_SPORTS_PRESET_ENUMS;
// Array of sport environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_SPORTS_PRESET_NAMES[];
+extern const char* EAX30_SPORTS_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Sports effects matrix //
@@ -529,7 +529,7 @@ EAX30_PREFAB_PRESET_ENUMS;
// Array of prefab environment names //
//////////////////////////////////////////////////////
-char* EAX30_PREFAB_PRESET_NAMES[];
+extern const char* EAX30_PREFAB_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Prefab effects matrix //
@@ -558,7 +558,7 @@ EAX30_DOMESNPIPES_PRESET_ENUMS;
// Array of Domes & Pipes environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_DOMESNPIPES_PRESET_NAMES[];
+extern const char* EAX30_DOMESNPIPES_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Domes & Pipes effects matrix //
@@ -586,7 +586,7 @@ EAX30_OUTDOORS_PRESET_ENUMS;
// Array of Outdoors environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_OUTDOORS_PRESET_NAMES[];
+extern const char* EAX30_OUTDOORS_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Outdoors effects matrix //
@@ -612,7 +612,7 @@ EAX30_MOOD_PRESET_ENUMS;
// Array of Mood environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_MOOD_PRESET_NAMES[];
+extern const char* EAX30_MOOD_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Mood effects matrix //
@@ -643,7 +643,7 @@ EAX30_DRIVING_PRESET_ENUMS;
// Array of driving environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_DRIVING_PRESET_NAMES[];
+extern const char* EAX30_DRIVING_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Driving effects matrix //
@@ -672,7 +672,7 @@ EAX30_CITY_PRESET_ENUMS;
// Array of City environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_CITY_PRESET_NAMES[];
+extern const char* EAX30_CITY_PRESET_NAMES[];
//////////////////////////////////////////////////////
// City effects matrix //
@@ -699,7 +699,7 @@ EAX30_MISC_PRESET_ENUMS;
// Array of Misc environment names //
//////////////////////////////////////////////////////
-extern char* EAX30_MISC_PRESET_NAMES[];
+extern const char* EAX30_MISC_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Misc effects matrix //