Allocate enough reverb panning gains

This commit is contained in:
Chris Robinson 2016-03-10 01:45:30 -08:00
parent effb9d1e35
commit da5f75615b

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@ -87,7 +87,10 @@ typedef struct ALreverbState {
ALuint Offset[4];
// The gain for each output channel based on 3D panning.
ALfloat PanGain[4][MAX_OUTPUT_CHANNELS];
// NOTE: With HRTF, we may be rendering to the dry buffer and the
// "real" buffer. The dry buffer may be using all 8 output channels, so
// we need two extra for the real stereo output.
ALfloat PanGain[4][MAX_OUTPUT_CHANNELS+2];
} Early;
// Decorrelator delay line.
@ -125,7 +128,8 @@ typedef struct ALreverbState {
ALfloat LpSample[4];
// The gain for each output channel based on 3D panning.
ALfloat PanGain[4][MAX_OUTPUT_CHANNELS];
// NOTE: Add two in case of HRTF (see note about early pan).
ALfloat PanGain[4][MAX_OUTPUT_CHANNELS+2];
} Late;
struct {