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).

This commit is contained in:
Campbell Barton
2012-07-31 23:06:12 +00:00
parent a70a48814e
commit a199ae5368
16 changed files with 192 additions and 192 deletions

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@@ -56,8 +56,8 @@ public:
AUD_ButterworthFactory(AUD_Reference<AUD_IFactory> factory, float frequency);
virtual void recalculateCoefficients(AUD_SampleRate rate,
std::vector<float>& b,
std::vector<float>& a);
std::vector<float>& b,
std::vector<float>& a);
};
#endif //__AUD_BUTTERWORTHFACTORY_H__

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@@ -56,8 +56,8 @@ public:
* \param[out] a The output filter coefficients.
*/
virtual void recalculateCoefficients(AUD_SampleRate rate,
std::vector<float>& b,
std::vector<float>& a)=0;
std::vector<float>& b,
std::vector<float>& a)=0;
};
#endif // __AUD_DYNAMICIIRFILTERFACTORY_H__

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@@ -68,8 +68,8 @@ public:
* \param length How long fading should last in seconds.
*/
AUD_FaderFactory(AUD_Reference<AUD_IFactory> factory,
AUD_FadeType type = AUD_FADE_IN,
float start = 0.0f, float length = 1.0f);
AUD_FadeType type = AUD_FADE_IN,
float start = 0.0f, float length = 1.0f);
/**
* Returns the fading type.

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@@ -136,8 +136,8 @@ public:
inline AUD_Vector3 cross(const AUD_Vector3& op) const
{
return AUD_Vector3(m_y * op.m_z - m_z * op.m_y,
m_z * op.m_x - m_x * op.m_z,
m_x * op.m_y - m_y * op.m_x);
m_z * op.m_x - m_x * op.m_z,
m_x * op.m_y - m_y * op.m_x);
}
/**

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@@ -442,10 +442,10 @@ extern void AUD_closeReadDevice(AUD_Device* device);
* The sound is therefore bandpassed, rectified and resampled.
*/
extern float* AUD_readSoundBuffer(const char* filename, float low, float high,
float attack, float release, float threshold,
int accumulate, int additive, int square,
float sthreshold, double samplerate,
int* length);
float attack, float release, float threshold,
int accumulate, int additive, int square,
float sthreshold, double samplerate,
int* length);
/**
* Pauses a playing sound after a specific amount of time.
@@ -493,7 +493,7 @@ extern void AUD_setSequencerFPS(AUD_Sound* sequencer, float fps);
* \return The entry added.
*/
extern AUD_SEntry* AUD_addSequence(AUD_Sound* sequencer, AUD_Sound* sound,
float begin, float end, float skip);
float begin, float end, float skip);
/**
* Removes an entry from the scene.
@@ -567,8 +567,8 @@ extern void AUD_setSequencerAnimData(AUD_Sound* sequencer, AUD_AnimateableProper
* \param cone_volume_outer The volume outside the outer cone.
*/
extern void AUD_updateSequenceData(AUD_SEntry* entry, float volume_max, float volume_min,
float distance_max, float distance_reference, float attenuation,
float cone_angle_outer, float cone_angle_inner, float cone_volume_outer);
float distance_max, float distance_reference, float attenuation,
float cone_angle_outer, float cone_angle_inner, float cone_volume_outer);
/**
* Updates all non-animated parameters of the entry.
@@ -578,7 +578,7 @@ extern void AUD_updateSequenceData(AUD_SEntry* entry, float volume_max, float vo
* \param model The distance model for distance calculation.
*/
extern void AUD_updateSequencerData(AUD_Sound* sequencer, float speed_of_sound,
float factor, AUD_DistanceModel model);
float factor, AUD_DistanceModel model);
/**
* Sets the audio output specification of the sound scene to the specs of the