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