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author | Filip Gawin <filip.gawin@zoho.com> | 2019-08-16 20:17:15 +0200 |
---|---|---|
committer | Filip Gawin <filip.gawin@zoho.com> | 2019-08-27 21:18:47 +0200 |
commit | 2fabbc3b4cab40220986f402569af64673cb4cd9 (patch) | |
tree | 3278631a5e3dd19a0af92204e6bfb48702dd04f0 /eax | |
parent | Cleanup (diff) | |
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Diffstat (limited to 'eax')
-rw-r--r-- | eax/eax-util.cpp | 26 | ||||
-rw-r--r-- | eax/eax-util.h | 22 |
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 // |