Update the multi-zone reverb example for clarity
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+52
-47
@@ -25,7 +25,7 @@
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/* This file contains an example for controlling multiple reverb zones to
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* smoothly transition between reverb environments. The general concept is to
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* extend single-reverb by also tracking the closest adjacent environment, and
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* utilizing EAX Reverb's panning vectors to position them relative to the
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* utilize EAX Reverb's panning vectors to position them relative to the
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* listener.
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*/
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@@ -42,6 +42,11 @@
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#include "common/alhelpers.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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/* Filter object functions */
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static LPALGENFILTERS alGenFilters;
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static LPALDELETEFILTERS alDeleteFilters;
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@@ -91,7 +96,7 @@ static int LoadEffect(ALuint effect, const EFXEAXREVERBPROPERTIES *reverb)
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alGetError();
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/* Prepate the effect for EAX Reverb (standard reverb doesn't contain
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/* Prepare the effect for EAX Reverb (standard reverb doesn't contain
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* the needed panning vectors).
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*/
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alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
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@@ -228,7 +233,7 @@ static ALfloat dot_product(const ALfloat vec0[3], const ALfloat vec1[3])
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int main(int argc, char **argv)
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{
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const int MaxTransitions = 8;
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static const int MaxTransitions = 8;
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EFXEAXREVERBPROPERTIES reverb0 = EFX_REVERB_PRESET_CASTLE_LARGEROOM;
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EFXEAXREVERBPROPERTIES reverb1 = EFX_REVERB_PRESET_CASTLE_LONGPASSAGE;
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struct timespec basetime;
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@@ -356,7 +361,8 @@ int main(int argc, char **argv)
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* Note that unlike single-zone reverb, where you can store one effect per
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* preset, for multi-zone reverb you should have one effect per environment
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* instance, or one per audible zone. This is because we'll be changing the
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* effects' properties in real-time based on the environment instance.
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* effects' properties in real-time based on the environment instance
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* relative to the listener.
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*/
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alGenEffects(2, effects);
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if(!LoadEffect(effects[0], &reverb0) || !LoadEffect(effects[1], &reverb1))
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@@ -381,7 +387,7 @@ int main(int argc, char **argv)
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assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
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/* For the purposes of this example, prepare a filter that optionally
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* silences the direct path. This allows us to hear just the reverberation.
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* silences the direct path which allows us to hear just the reverberation.
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* A filter like this is normally used for obstruction, where the path
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* directly between the listener and source is blocked (the exact
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* properties depending on the type and thickness of the obstructing
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@@ -409,12 +415,10 @@ int main(int argc, char **argv)
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alSource3i(source, AL_AUXILIARY_SEND_FILTER, slots[1], 1, AL_FILTER_NULL);
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assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
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/* Get the base time, and set the example to stop after a number of
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* transitions.
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*/
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/* Get the current time as the base for timing in the main loop. */
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altimespec_get(&basetime, AL_TIME_UTC);
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loops = MaxTransitions;
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printf("Transition %d of %d...\n", (MaxTransitions-loops+1), MaxTransitions);
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loops = 0;
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printf("Transition %d of %d...\n", loops+1, MaxTransitions);
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/* Play the sound for a while. */
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alSourcePlay(source);
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@@ -432,6 +436,8 @@ int main(int argc, char **argv)
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const ALfloat portal_radius = 2.5f;
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ALfloat other_dir[3], this_dir[3];
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ALfloat local_norm[3];
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ALfloat local_dir[3];
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ALfloat local_radius;
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ALfloat dist, timediff;
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struct timespec curtime;
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@@ -456,34 +462,30 @@ int main(int argc, char **argv)
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*/
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timediff -= 4.0f;
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basetime.tv_sec += 4;
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if(--loops > 0)
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printf("Transition %d of %d...\n", (MaxTransitions-loops+1), MaxTransitions);
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if(++loops < MaxTransitions)
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printf("Transition %d of %d...\n", loops+1, MaxTransitions);
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}
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/* Move the portal according to the amount of time passed. other_dir
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* represents the listener-relative point from the current zone to the
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* other adjacent zone.
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/* Move the portal according to the amount of time passed. local_dir
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* represents the listener-relative point to the adjacent zone.
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*/
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other_dir[0] = portal_pos[0] + portal_vel[0]*timediff;
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other_dir[1] = portal_pos[1] + portal_vel[1]*timediff;
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other_dir[2] = portal_pos[2] + portal_vel[2]*timediff;
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/* In a normal application you may also want to scale down the portal's
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* apparent radius depending on its local angle, since less of the
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* adjacent zone would be in view of the listener. You would also want
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* to rotate the portal's normal according to the listener orientation.
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local_dir[0] = portal_pos[0] + portal_vel[0]*timediff;
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local_dir[1] = portal_pos[1] + portal_vel[1]*timediff;
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local_dir[2] = portal_pos[2] + portal_vel[2]*timediff;
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/* A normal application would also rotate the portal's normal given the
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* listener orientation, to get the listener-relative normal.
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*
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* For this example, the portal is always head-on so there's no need to
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* adjust the radius. But every other transition iteration inverts the
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* normal, which essentially simulates a different portal moving in
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* closer than the last one, switching the old adjacent zone to a new
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* one.
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* For this example, the portal is always head-on but every other
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* transition negates the normal. This effectively simulates a
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* different portal moving in closer than the last one that faces the
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* other way, switching the old adjacent zone to a new one.
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*/
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local_norm[0] = portal_norm[0] * ((loops&1) ? -1.0f : 1.0f);
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local_norm[1] = portal_norm[1] * ((loops&1) ? -1.0f : 1.0f);
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local_norm[2] = portal_norm[2] * ((loops&1) ? -1.0f : 1.0f);
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/* Calculate the distance from the listener to the portal. */
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dist = sqrtf(dot_product(other_dir, other_dir));
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dist = sqrtf(dot_product(local_dir, local_dir));
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if(!(dist > 0.00001f))
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{
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/* We're practically in the center of the portal. Give the panning
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@@ -510,19 +512,24 @@ int main(int argc, char **argv)
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ALfloat spread;
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/* Normalize the direction to the portal. */
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other_dir[0] /= dist;
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other_dir[1] /= dist;
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other_dir[2] /= dist;
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local_dir[0] /= dist;
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local_dir[1] /= dist;
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local_dir[2] /= dist;
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/* Scale the radius according to its local angle. The visibility to
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* the other zone reduces as the portal becomes perpendicular.
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*/
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local_radius = portal_radius * fabsf(dot_product(local_dir, local_norm));
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/* Calculate the 'spread' of the portal, which is the amount of
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* coverage the other zone has.
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* coverage the other zone has around the listener.
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*/
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spread = atan2f(portal_radius, dist) / ((ALfloat)M_PI);
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spread = atan2f(local_radius, dist) / (ALfloat)M_PI;
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/* Figure out which zone we're in, given the direction to the
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* portal and its normal.
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*/
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if(dot_product(other_dir, local_norm) <= 0.0f)
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if(dot_product(local_dir, local_norm) <= 0.0f)
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{
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/* We're in front of the portal, so we're in Zone 0. */
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this_effect = effects[0];
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@@ -535,20 +542,18 @@ int main(int argc, char **argv)
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other_effect = effects[0];
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}
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/* Pan the current zone to the opposite direction of the portal,
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* and take the remaining percentage of the portal's spread. As the
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* portal's spread increases, this zone's spread decreases, which
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* is indicated by a larger panning vector.
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*/
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this_dir[0] = other_dir[0] * -spread;
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this_dir[1] = other_dir[1] * -spread;
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this_dir[2] = other_dir[2] * -spread;
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/* Scale the other zone's panning vector down as the portal's
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* spread increases, so that it covers more.
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* spread increases, so that it envelops the listener more.
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*/
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other_dir[0] *= 1.0f-spread;
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other_dir[1] *= 1.0f-spread;
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other_dir[2] *= 1.0f-spread;
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other_dir[0] = local_dir[0] * (1.0f-spread);
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other_dir[1] = local_dir[1] * (1.0f-spread);
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other_dir[2] = local_dir[2] * (1.0f-spread);
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/* Pan the current zone to the opposite direction of the portal,
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* and take the remaining percentage of the portal's spread.
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*/
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this_dir[0] = local_dir[0] * -spread;
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this_dir[1] = local_dir[1] * -spread;
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this_dir[2] = local_dir[2] * -spread;
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/* Now set the effects' panning vectors. */
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alEffectfv(this_effect, AL_EAXREVERB_REFLECTIONS_PAN, this_dir);
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@@ -568,7 +573,7 @@ int main(int argc, char **argv)
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al_nssleep(10000000);
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alGetSourcei(source, AL_SOURCE_STATE, &state);
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} while(alGetError() == AL_NO_ERROR && state == AL_PLAYING && loops > 0);
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} while(alGetError() == AL_NO_ERROR && state == AL_PLAYING && loops < MaxTransitions);
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/* All done. Delete resources, and close down SDL_sound and OpenAL. */
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alDeleteSources(1, &source);
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