style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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@@ -56,8 +56,8 @@ public:
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AUD_ButterworthFactory(AUD_Reference<AUD_IFactory> factory, float frequency);
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virtual void recalculateCoefficients(AUD_SampleRate rate,
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std::vector<float>& b,
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std::vector<float>& a);
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std::vector<float>& b,
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std::vector<float>& a);
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};
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#endif //__AUD_BUTTERWORTHFACTORY_H__
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@@ -56,8 +56,8 @@ public:
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* \param[out] a The output filter coefficients.
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*/
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virtual void recalculateCoefficients(AUD_SampleRate rate,
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std::vector<float>& b,
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std::vector<float>& a)=0;
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std::vector<float>& b,
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std::vector<float>& a)=0;
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};
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#endif // __AUD_DYNAMICIIRFILTERFACTORY_H__
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@@ -68,8 +68,8 @@ public:
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* \param length How long fading should last in seconds.
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*/
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AUD_FaderFactory(AUD_Reference<AUD_IFactory> factory,
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AUD_FadeType type = AUD_FADE_IN,
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float start = 0.0f, float length = 1.0f);
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AUD_FadeType type = AUD_FADE_IN,
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float start = 0.0f, float length = 1.0f);
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/**
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* Returns the fading type.
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@@ -136,8 +136,8 @@ public:
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inline AUD_Vector3 cross(const AUD_Vector3& op) const
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{
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return AUD_Vector3(m_y * op.m_z - m_z * op.m_y,
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m_z * op.m_x - m_x * op.m_z,
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m_x * op.m_y - m_y * op.m_x);
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m_z * op.m_x - m_x * op.m_z,
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m_x * op.m_y - m_y * op.m_x);
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}
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/**
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@@ -442,10 +442,10 @@ extern void AUD_closeReadDevice(AUD_Device* device);
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* The sound is therefore bandpassed, rectified and resampled.
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*/
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extern float* AUD_readSoundBuffer(const char* filename, float low, float high,
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float attack, float release, float threshold,
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int accumulate, int additive, int square,
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float sthreshold, double samplerate,
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int* length);
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float attack, float release, float threshold,
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int accumulate, int additive, int square,
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float sthreshold, double samplerate,
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int* length);
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/**
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* Pauses a playing sound after a specific amount of time.
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@@ -493,7 +493,7 @@ extern void AUD_setSequencerFPS(AUD_Sound* sequencer, float fps);
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* \return The entry added.
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*/
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extern AUD_SEntry* AUD_addSequence(AUD_Sound* sequencer, AUD_Sound* sound,
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float begin, float end, float skip);
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float begin, float end, float skip);
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/**
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* Removes an entry from the scene.
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@@ -567,8 +567,8 @@ extern void AUD_setSequencerAnimData(AUD_Sound* sequencer, AUD_AnimateableProper
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* \param cone_volume_outer The volume outside the outer cone.
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*/
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extern void AUD_updateSequenceData(AUD_SEntry* entry, float volume_max, float volume_min,
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float distance_max, float distance_reference, float attenuation,
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float cone_angle_outer, float cone_angle_inner, float cone_volume_outer);
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float distance_max, float distance_reference, float attenuation,
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float cone_angle_outer, float cone_angle_inner, float cone_volume_outer);
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/**
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* Updates all non-animated parameters of the entry.
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@@ -578,7 +578,7 @@ extern void AUD_updateSequenceData(AUD_SEntry* entry, float volume_max, float vo
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* \param model The distance model for distance calculation.
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*/
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extern void AUD_updateSequencerData(AUD_Sound* sequencer, float speed_of_sound,
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float factor, AUD_DistanceModel model);
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float factor, AUD_DistanceModel model);
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/**
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* Sets the audio output specification of the sound scene to the specs of the
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