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source/soundmanager/scripting/SoundGroup.h
/* Copyright (C) 2016 Wildfire Games. | /* Copyright (C) 2017 Wildfire Games. | ||||
* This file is part of 0 A.D. | * This file is part of 0 A.D. | ||||
* | * | ||||
* 0 A.D. is free software: you can redistribute it and/or modify | * 0 A.D. is free software: you can redistribute it and/or modify | ||||
* it under the terms of the GNU General Public License as published by | * it under the terms of the GNU General Public License as published by | ||||
* the Free Software Foundation, either version 2 of the License, or | * the Free Software Foundation, either version 2 of the License, or | ||||
* (at your option) any later version. | * (at your option) any later version. | ||||
* | * | ||||
* 0 A.D. is distributed in the hope that it will be useful, | * 0 A.D. is distributed in the hope that it will be useful, | ||||
▲ Show 20 Lines • Show All 105 Lines • ▼ Show 20 Lines | |||||
#if CONFIG2_AUDIO | #if CONFIG2_AUDIO | ||||
std::vector<CSoundData*> snd_group; // we store the handles so we can load now and play later | std::vector<CSoundData*> snd_group; // we store the handles so we can load now and play later | ||||
#endif | #endif | ||||
std::vector<std::wstring> filenames; // we need the filenames so we can reload when necessary. | std::vector<std::wstring> filenames; // we need the filenames so we can reload when necessary. | ||||
VfsPath m_filepath; // the file path for the list of sound file resources | VfsPath m_filepath; // the file path for the list of sound file resources | ||||
float m_CurTime; // Time elapsed since soundgroup was created | float m_CurTime; // Time elapsed since soundgroup was created | ||||
float m_TimeWindow; // The Intensity Threshold Window | |||||
size_t m_IntensityThreshold; // the allowable intensity before a sound switch | size_t m_IntensityThreshold; // the allowable intensity before a sound switch | ||||
size_t m_Intensity; // our current intensity (number of sounds played since m_CurTime - m_TimeWindow) | size_t m_Intensity; // our current intensity (number of sounds played since m_CurTime - m_TimeWindow) | ||||
Imarok: I think you should change this comment... | |||||
elexisUnsubmitted Not Done Inline ActionsIs it the part that is lying around since a while? :P Actually the comment sounds like it might make sense. Still, out of scope, right? elexis: Is it the part that is lying around since a while? :P Actually the comment sounds like it might… | |||||
leperAuthorUnsubmitted Not Done Inline ActionsNope, that one was pointed out by clang. Anyone want to figure out what the comment should be changed to? leper: Nope, that one was pointed out by clang. Anyone want to figure out what the comment should be… | |||||
ImarokUnsubmitted Not Done Inline ActionsI think as you are removing that var (m_TimeWindow), it should not be used in the comment... Imarok: I think as you are removing that var (`m_TimeWindow`), it should not be used in the comment... | |||||
elexisUnsubmitted Not Done Inline ActionsUh, our current intensity (number of sounds played since m_CurTime)? But then again m_Intensity, m_CurTime, potentially more are unused too afaics. elexis: Uh, `our current intensity (number of sounds played since m_CurTime)`? But then again… | |||||
float m_Decay; | float m_Decay; | ||||
unsigned char m_Flags; // up to eight individual parameters, use with eSndGrpFlags. | unsigned char m_Flags; // up to eight individual parameters, use with eSndGrpFlags. | ||||
float m_Gain; | float m_Gain; | ||||
float m_Pitch; | float m_Pitch; | ||||
float m_Priority; | float m_Priority; | ||||
float m_ConeOuterGain; | float m_ConeOuterGain; | ||||
float m_PitchUpper; | float m_PitchUpper; | ||||
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Wildfire Games · Phabricator
I think you should change this comment...