Commit fc8f5045 authored by David Reid's avatar David Reid

Fixes to the C89 build.

parent 0271f142
...@@ -9300,6 +9300,8 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ...@@ -9300,6 +9300,8 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer,
float speedOfSound; float speedOfSound;
float distance = 0; float distance = 0;
float gain = 1; float gain = 1;
ma_uint32 iChannel;
float channelGainsOut[MA_MAX_CHANNELS];
/* /*
We'll need the listener velocity for doppler pitch calculations. The speed of sound is We'll need the listener velocity for doppler pitch calculations. The speed of sound is
...@@ -9490,8 +9492,8 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ...@@ -9490,8 +9492,8 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer,
MA_ASSERT(pChannelMapOut != NULL); MA_ASSERT(pChannelMapOut != NULL);
/* /*
We're not converting to mono so we'll want to apply some panning. This where the feeling of something being to We're not converting to mono so we'll want to apply some panning. This is where the feeling of something being
the left, right, infront or behind the listener is calculated. I'm just using a basic model here. Note that to the left, right, infront or behind the listener is calculated. I'm just using a basic model here. Note that
the code below is not based on any specific algorithm. I'm just implementing this off the top of my head and the code below is not based on any specific algorithm. I'm just implementing this off the top of my head and
seeing how it goes. There might be better ways to do this. seeing how it goes. There might be better ways to do this.
...@@ -9500,9 +9502,6 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ...@@ -9500,9 +9502,6 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer,
be +1 on the X axis. A dot product is performed against the direction vector of the channel and the normalized be +1 on the X axis. A dot product is performed against the direction vector of the channel and the normalized
position of the sound. position of the sound.
*/ */
ma_uint32 iChannel;
float channelGainsOut[MA_MAX_CHANNELS];
for (iChannel = 0; iChannel < pSpatializer->config.channelsOut; iChannel += 1) { for (iChannel = 0; iChannel < pSpatializer->config.channelsOut; iChannel += 1) {
channelGainsOut[iChannel] = gain; channelGainsOut[iChannel] = gain;
} }
......
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