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@ -65,7 +65,7 @@ int32 func_instr(int32 start, qbs *str, qbs *substr, int32 passed); // Did not f
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void new_mem_lock(); // This is required for MemSound()
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void free_mem_lock(mem_lock *lock); // Same as above
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#ifndef QB64_WINDOWS
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void Sleep(uint32 milliseconds); // There is a non-Windows implementation. However it is not declared anywhere
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void Sleep(uint32 milliseconds); // There is a non-Windows implementation. However it is not declared anywhere
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#endif
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extern ptrszint dblock; // Required for Play(). Did not find this declared anywhere
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@ -95,7 +95,7 @@ struct RawStream {
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libqb_mutex *m; // we'll use a mutex to give exclusive access to resources used by both threads
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bool stop; // set this to true to stop supply of samples completely (including silent samples)
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static const size_t DEFAULT_SIZE = 1024; // this is almost twice the amout what miniaudio actually asks for in frameCount
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static const size_t DEFAULT_SIZE = 1024; // this is almost twice the amout what miniaudio actually asks for in frameCount
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// Delete default, copy and move constructors and assignments
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RawStream() = delete;
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@ -175,9 +175,9 @@ static ma_result RawStreamOnRead(ma_data_source *pDataSource, void *pFramesOut,
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if (!pDataSource)
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return MA_INVALID_ARGS;
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auto pRawStream = (RawStream *)pDataSource; // cast to RawStream instance pointer
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auto result = MA_SUCCESS; // must be initialized to MA_SUCCESS
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auto maBuffer = (SampleFrame *)pFramesOut; // cast to sample frame pointer
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auto pRawStream = (RawStream *)pDataSource; // cast to RawStream instance pointer
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auto result = MA_SUCCESS; // must be initialized to MA_SUCCESS
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auto maBuffer = (SampleFrame *)pFramesOut; // cast to sample frame pointer
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ma_uint64 sampleFramesCount = pRawStream->consumer->data.size() - pRawStream->consumer->cursor; // total amount of samples we need to send to miniaudio
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// Swap buffers if we do not have anything left to play
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@ -185,9 +185,9 @@ static ma_result RawStreamOnRead(ma_data_source *pDataSource, void *pFramesOut,
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pRawStream->SwapBuffers();
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sampleFramesCount = pRawStream->consumer->data.size() - pRawStream->consumer->cursor; // get the total number of samples again
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}
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sampleFramesCount = std::min(sampleFramesCount, frameCount); // we'll always send lower of what miniaudio wants or what we have
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sampleFramesCount = std::min(sampleFramesCount, frameCount); // we'll always send lower of what miniaudio wants or what we have
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ma_uint64 sampleFramesRead = 0; // sample frame counter
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ma_uint64 sampleFramesRead = 0; // sample frame counter
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// Now send the samples to miniaudio
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while (sampleFramesRead < sampleFramesCount) {
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maBuffer[sampleFramesRead] = pRawStream->consumer->data[pRawStream->consumer->cursor];
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@ -326,7 +326,7 @@ static void RawStreamDestroy(RawStream *pRawStream) {
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ma_sound_uninit(pRawStream->maSound); // delete the ma_sound object
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delete pRawStream; // delete the raw stream object
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delete pRawStream; // delete the raw stream object
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AUDIO_DEBUG_PRINT("Raw sound stream destroyed");
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}
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@ -1310,7 +1310,7 @@ struct AudioEngine {
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/// <returns>Returns a non-negative handle if successful</returns>
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int32_t AllocateSoundHandle() {
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if (!isInitialized)
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return -1; // We cannot return 0 here. Since 0 is a valid internal handle
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return -1; // We cannot return 0 here. Since 0 is a valid internal handle
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size_t h, vectorSize = soundHandles.size(); // Save the vector size
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@ -1569,7 +1569,7 @@ void sub_play(qbs *str) {
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audioEngine.mmlPlayer->Play(str); // playback the string
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audioEngine.musicBackground = audioEngine.mmlPlayer->IsBackgroundPlayback(); // sync the background playback flag
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if (!audioEngine.musicBackground) // await playback to complete if we are in MF mode
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if (!audioEngine.musicBackground) // await playback to complete if we are in MF mode
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audioEngine.waveform->AwaitPlaybackCompletion();
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}
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@ -1986,7 +1986,7 @@ void sub__sndbal(int32_t handle, double x, double y, double z, int32_t channel,
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if (passed & 2 || passed & 4) { // If y or z or both are passed
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ma_sound_set_spatialization_enabled(&audioEngine.soundHandles[handle]->maSound, MA_TRUE); // Enable 3D spatialization
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ma_vec3f v = ma_sound_get_position(&audioEngine.soundHandles[handle]->maSound); // Get the current position in 3D space
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ma_vec3f v = ma_sound_get_position(&audioEngine.soundHandles[handle]->maSound); // Get the current position in 3D space
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// Set the previous values of x, y, z if these were not passed
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if (!(passed & 1))
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