Don't check the modulation depth for changes multiple times
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25b3ed3532
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@ -1341,18 +1341,19 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCcontext *Conte
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/* Determine if delay-line cross-fading is required. */
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for(i = 0;i < NUM_LINES;i++)
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{
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if((State->EarlyDelayTap[i][1] != State->EarlyDelayTap[i][0]) ||
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(State->Early.VecAp.Offset[i][1] != State->Early.VecAp.Offset[i][0]) ||
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(State->Early.Offset[i][1] != State->Early.Offset[i][0]) ||
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(State->LateDelayTap[i][1] != State->LateDelayTap[i][0]) ||
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(State->Late.VecAp.Offset[i][1] != State->Late.VecAp.Offset[i][0]) ||
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(State->Late.Offset[i][1] != State->Late.Offset[i][0]) ||
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(State->Mod.Depth[1] != State->Mod.Depth[0]))
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if(State->EarlyDelayTap[i][1] != State->EarlyDelayTap[i][0] ||
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State->Early.VecAp.Offset[i][1] != State->Early.VecAp.Offset[i][0] ||
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State->Early.Offset[i][1] != State->Early.Offset[i][0] ||
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State->LateDelayTap[i][1] != State->LateDelayTap[i][0] ||
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State->Late.VecAp.Offset[i][1] != State->Late.VecAp.Offset[i][0] ||
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State->Late.Offset[i][1] != State->Late.Offset[i][0])
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{
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State->FadeCount = 0;
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break;
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}
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}
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if(State->Mod.Depth[1] != State->Mod.Depth[0])
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State->FadeCount = 0;
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}
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