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Use the correct diffusion value for reverb
I don't know what the Density and Diffusion values correspond to, but EnvDiffusion is the actual diffusion setting.
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1 changed files with 2 additions and 4 deletions
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@ -1797,8 +1797,7 @@ void OpenALSoundRenderer::LoadReverb(const ReverbContainer *env)
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props.ReverbPan2 };
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props.ReverbPan2 };
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#undef SETPARAM
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#undef SETPARAM
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#define SETPARAM(e,t,v) alEffectf((e), AL_EAXREVERB_##t, clamp((v), AL_EAXREVERB_MIN_##t, AL_EAXREVERB_MAX_##t))
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#define SETPARAM(e,t,v) alEffectf((e), AL_EAXREVERB_##t, clamp((v), AL_EAXREVERB_MIN_##t, AL_EAXREVERB_MAX_##t))
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SETPARAM(envReverb, DENSITY, props.Density/100.f);
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SETPARAM(envReverb, DIFFUSION, props.EnvDiffusion);
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SETPARAM(envReverb, DIFFUSION, props.Diffusion/100.f);
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SETPARAM(envReverb, GAIN, mB2Gain(props.Room));
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SETPARAM(envReverb, GAIN, mB2Gain(props.Room));
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SETPARAM(envReverb, GAINHF, mB2Gain(props.RoomHF));
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SETPARAM(envReverb, GAINHF, mB2Gain(props.RoomHF));
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SETPARAM(envReverb, GAINLF, mB2Gain(props.RoomLF));
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SETPARAM(envReverb, GAINLF, mB2Gain(props.RoomLF));
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@ -1826,8 +1825,7 @@ void OpenALSoundRenderer::LoadReverb(const ReverbContainer *env)
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else if(type == AL_EFFECT_REVERB)
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else if(type == AL_EFFECT_REVERB)
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{
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{
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#define SETPARAM(e,t,v) alEffectf((e), AL_REVERB_##t, clamp((v), AL_REVERB_MIN_##t, AL_REVERB_MAX_##t))
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#define SETPARAM(e,t,v) alEffectf((e), AL_REVERB_##t, clamp((v), AL_REVERB_MIN_##t, AL_REVERB_MAX_##t))
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SETPARAM(envReverb, DENSITY, props.Density/100.f);
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SETPARAM(envReverb, DIFFUSION, props.EnvDiffusion);
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SETPARAM(envReverb, DIFFUSION, props.Diffusion/100.f);
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SETPARAM(envReverb, GAIN, mB2Gain(props.Room));
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SETPARAM(envReverb, GAIN, mB2Gain(props.Room));
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SETPARAM(envReverb, GAINHF, mB2Gain(props.RoomHF));
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SETPARAM(envReverb, GAINHF, mB2Gain(props.RoomHF));
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SETPARAM(envReverb, DECAY_TIME, props.DecayTime);
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SETPARAM(envReverb, DECAY_TIME, props.DecayTime);
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