Once more for MSVC

This commit is contained in:
Chris Robinson
2019-05-30 18:55:24 -07:00
parent 4bae4cbafb
commit 6ee49cad52
+8 -4
View File
@@ -1246,7 +1246,8 @@ void EarlyReflection_Unfaded(ReverbState *State, const ALsizei offset, const ALs
* bounce to improve the initial diffusion in the late reverb.
*/
const ALsizei late_feed_tap{offset - State->mLateFeedTap};
VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, base, out, todo);
VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, base,
{out.cbegin(), out.cend()}, todo);
}
void EarlyReflection_Faded(ReverbState *State, const ALsizei offset, const ALsizei todo,
const ALfloat fade, const ALsizei base, const al::span<FloatBufferLine,NUM_LINES> out)
@@ -1317,7 +1318,8 @@ void EarlyReflection_Faded(ReverbState *State, const ALsizei offset, const ALsiz
early_delay.write(offset, NUM_LINES-1-j, temps[j].data(), todo);
const ALsizei late_feed_tap{offset - State->mLateFeedTap};
VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, base, out, todo);
VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, base,
{out.cbegin(), out.cend()}, todo);
}
/* This generates the reverb tail using a modified feed-back delay network
@@ -1379,7 +1381,8 @@ void LateReverb_Unfaded(ReverbState *State, const ALsizei offset, const ALsizei
std::copy_n(temps[j].begin(), todo, out[j].begin()+base);
/* Finally, scatter and bounce the results to refeed the feedback buffer. */
VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, base, out, todo);
VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, base,
{out.cbegin(), out.cend()}, todo);
}
void LateReverb_Faded(ReverbState *State, const ALsizei offset, const ALsizei todo,
const ALfloat fade, const ALsizei base, const al::span<FloatBufferLine,NUM_LINES> out)
@@ -1439,7 +1442,8 @@ void LateReverb_Faded(ReverbState *State, const ALsizei offset, const ALsizei to
for(ALsizei j{0};j < NUM_LINES;j++)
std::copy_n(temps[j].begin(), todo, out[j].begin()+base);
VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, base, out, todo);
VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, base,
{out.cbegin(), out.cend()}, todo);
}
void ReverbState::process(const ALsizei samplesToDo, const FloatBufferLine *RESTRICT samplesIn, const ALsizei numInput, const al::span<FloatBufferLine> samplesOut)