diff --git a/internal/c/parts/audio/audio.cpp b/internal/c/parts/audio/audio.cpp index f0cf27534..94d24fcaa 100644 --- a/internal/c/parts/audio/audio.cpp +++ b/internal/c/parts/audio/audio.cpp @@ -65,7 +65,7 @@ int32 func_instr(int32 start, qbs *str, qbs *substr, int32 passed); // Did not f void new_mem_lock(); // This is required for MemSound() void free_mem_lock(mem_lock *lock); // Same as above #ifndef QB64_WINDOWS -void Sleep(uint32 milliseconds); // There is a non-Windows implementation. However it is not declared anywhere +void Sleep(uint32 milliseconds); // There is a non-Windows implementation. However it is not declared anywhere #endif extern ptrszint dblock; // Required for Play(). Did not find this declared anywhere @@ -95,7 +95,7 @@ struct RawStream { libqb_mutex *m; // we'll use a mutex to give exclusive access to resources used by both threads bool stop; // set this to true to stop supply of samples completely (including silent samples) - static const size_t DEFAULT_SIZE = 1024; // this is almost twice the amout what miniaudio actually asks for in frameCount + static const size_t DEFAULT_SIZE = 1024; // this is almost twice the amout what miniaudio actually asks for in frameCount // Delete default, copy and move constructors and assignments RawStream() = delete; @@ -175,9 +175,9 @@ static ma_result RawStreamOnRead(ma_data_source *pDataSource, void *pFramesOut, if (!pDataSource) return MA_INVALID_ARGS; - auto pRawStream = (RawStream *)pDataSource; // cast to RawStream instance pointer - auto result = MA_SUCCESS; // must be initialized to MA_SUCCESS - auto maBuffer = (SampleFrame *)pFramesOut; // cast to sample frame pointer + auto pRawStream = (RawStream *)pDataSource; // cast to RawStream instance pointer + auto result = MA_SUCCESS; // must be initialized to MA_SUCCESS + auto maBuffer = (SampleFrame *)pFramesOut; // cast to sample frame pointer ma_uint64 sampleFramesCount = pRawStream->consumer->data.size() - pRawStream->consumer->cursor; // total amount of samples we need to send to miniaudio // Swap buffers if we do not have anything left to play @@ -185,9 +185,9 @@ static ma_result RawStreamOnRead(ma_data_source *pDataSource, void *pFramesOut, pRawStream->SwapBuffers(); sampleFramesCount = pRawStream->consumer->data.size() - pRawStream->consumer->cursor; // get the total number of samples again } - sampleFramesCount = std::min(sampleFramesCount, frameCount); // we'll always send lower of what miniaudio wants or what we have + sampleFramesCount = std::min(sampleFramesCount, frameCount); // we'll always send lower of what miniaudio wants or what we have - ma_uint64 sampleFramesRead = 0; // sample frame counter + ma_uint64 sampleFramesRead = 0; // sample frame counter // Now send the samples to miniaudio while (sampleFramesRead < sampleFramesCount) { maBuffer[sampleFramesRead] = pRawStream->consumer->data[pRawStream->consumer->cursor]; @@ -326,7 +326,7 @@ static void RawStreamDestroy(RawStream *pRawStream) { ma_sound_uninit(pRawStream->maSound); // delete the ma_sound object - delete pRawStream; // delete the raw stream object + delete pRawStream; // delete the raw stream object AUDIO_DEBUG_PRINT("Raw sound stream destroyed"); } @@ -1310,7 +1310,7 @@ struct AudioEngine { /// Returns a non-negative handle if successful int32_t AllocateSoundHandle() { if (!isInitialized) - return -1; // We cannot return 0 here. Since 0 is a valid internal handle + return -1; // We cannot return 0 here. Since 0 is a valid internal handle size_t h, vectorSize = soundHandles.size(); // Save the vector size @@ -1569,7 +1569,7 @@ void sub_play(qbs *str) { audioEngine.mmlPlayer->Play(str); // playback the string audioEngine.musicBackground = audioEngine.mmlPlayer->IsBackgroundPlayback(); // sync the background playback flag - if (!audioEngine.musicBackground) // await playback to complete if we are in MF mode + if (!audioEngine.musicBackground) // await playback to complete if we are in MF mode audioEngine.waveform->AwaitPlaybackCompletion(); } @@ -1986,7 +1986,7 @@ void sub__sndbal(int32_t handle, double x, double y, double z, int32_t channel, if (passed & 2 || passed & 4) { // If y or z or both are passed ma_sound_set_spatialization_enabled(&audioEngine.soundHandles[handle]->maSound, MA_TRUE); // Enable 3D spatialization - ma_vec3f v = ma_sound_get_position(&audioEngine.soundHandles[handle]->maSound); // Get the current position in 3D space + ma_vec3f v = ma_sound_get_position(&audioEngine.soundHandles[handle]->maSound); // Get the current position in 3D space // Set the previous values of x, y, z if these were not passed if (!(passed & 1))