From: <wha...@us...> - 2011-06-09 15:02:03
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Revision: 7383 http://planeshift.svn.sourceforge.net/planeshift/?rev=7383&view=rev Author: whacko88 Date: 2011-06-09 15:01:57 +0000 (Thu, 09 Jun 2011) Log Message: ----------- Minor changes to documentation Modified Paths: -------------- soc/2011/sound/include/isoundctrl.h soc/2011/sound/include/isoundmngr.h soc/2011/sound/src/client/psengine.cpp soc/2011/sound/src/eedit/eeditapp.h soc/2011/sound/src/plugins/common/soundmanager/manager.h soc/2011/sound/src/plugins/common/soundmanager/soundmanager.h Modified: soc/2011/sound/include/isoundctrl.h =================================================================== --- soc/2011/sound/include/isoundctrl.h 2011-06-09 01:37:06 UTC (rev 7382) +++ soc/2011/sound/include/isoundctrl.h 2011-06-09 15:01:57 UTC (rev 7383) @@ -91,7 +91,7 @@ * Set the current Toggle state. * @param toggle true to activate the sounds controlled by this SoundControl, * false otherwise. - */ + */ virtual void SetToggle(bool toggle)=0; /** Modified: soc/2011/sound/include/isoundmngr.h =================================================================== --- soc/2011/sound/include/isoundmngr.h 2011-06-09 01:37:06 UTC (rev 7382) +++ soc/2011/sound/include/isoundmngr.h 2011-06-09 15:01:57 UTC (rev 7383) @@ -151,7 +151,7 @@ virtual void RemoveSndCtrl(iSoundControl* sndCtrl)=0; /** - * Get the SoundControl with the indicated ID. + * Get the SoundControl with the given ID. * @param ctrlID the SoundControl's ID. * @return the sound controller with that ID. */ @@ -169,9 +169,9 @@ //-----------------// /** - * Create a new sound queue with the indicated ID. The sounds of the queue - * are played with first-in-first-out order and they are controlled by the - * specified SoundControl. + * Create a new sound queue with the given ID. The sounds of the queue are + * played with first-in-first-out order and they are controlled by the given + * SoundControl. * * If a queue with the same ID already exists nothing happens. To create a * new queue with its same ID one has to remove the old one with the method @@ -185,14 +185,14 @@ virtual bool AddSndQueue(int queueID, iSoundControl* sndCtrl)=0; /** - * Remove the queue with the indicated ID. + * Remove the queue with the given ID. * @param queueID the queue's ID. */ virtual void RemoveSndQueue(int queueID)=0; /** - * Push a new sound in the queue with the indicated ID. The sound is played - * when all the item pushed before it have been played. + * Push a new sound in the queue with the given ID. The sound is played when + * all the item pushed before it have been played. * * @param queueID the queue's ID. * @param fileName the file's name of the sound to play. @@ -299,7 +299,7 @@ virtual bool IsListenerOnCameraToggleOn()=0; /** - * Set the value of the chat toggle. + * Set the value of the chat toggle needed to keep track of the chat's sound state. */ virtual void SetChatToggle(bool toggle)=0; @@ -333,7 +333,7 @@ virtual void PlaySound(const char* fileName, bool loop, iSoundControl* &ctrl, csVector3 pos, csVector3 dir, float minDist, float maxDist)=0; /** - * Stop a sound with the indicated name. + * Stop a sound with the given name. * @param fileName the name of the file where the sound is stored. * @return true if a sound with that name exists, false otherwise. */ @@ -352,7 +352,7 @@ //--------// /** - * Update the sound manager. + * Update the sound manager. Update all non event based things. */ virtual void Update()=0; Modified: soc/2011/sound/src/client/psengine.cpp =================================================================== --- soc/2011/sound/src/client/psengine.cpp 2011-06-09 01:37:06 UTC (rev 7382) +++ soc/2011/sound/src/client/psengine.cpp 2011-06-09 15:01:57 UTC (rev 7383) @@ -335,9 +335,6 @@ effectManager.Invalidate(); delete options; - - // Soundmanager should be among the last items its used by gui/paws and effectmanager - delete SoundManager; } // ---------------------------------------------------------------------------- Modified: soc/2011/sound/src/eedit/eeditapp.h =================================================================== --- soc/2011/sound/src/eedit/eeditapp.h 2011-06-09 01:37:06 UTC (rev 7382) +++ soc/2011/sound/src/eedit/eeditapp.h 2011-06-09 15:01:57 UTC (rev 7383) @@ -41,7 +41,6 @@ struct iView; struct iVirtualClock; struct iMeshWrapper; -//struct iSoundManager; class csRandomFloatGen; class PawsManager; Modified: soc/2011/sound/src/plugins/common/soundmanager/manager.h =================================================================== --- soc/2011/sound/src/plugins/common/soundmanager/manager.h 2011-06-09 01:37:06 UTC (rev 7382) +++ soc/2011/sound/src/plugins/common/soundmanager/manager.h 2011-06-09 15:01:57 UTC (rev 7383) @@ -122,7 +122,14 @@ float mindist, float maxdist, float rad, int type3d, SoundHandle* &handle); + /** + * Pause a sound and set the autoremove. The handle is picked up in the next update. + */ bool StopSound(const char* fileName); + + /** + * Set the position of the sound source of the handle with the given fileName. + */ bool SetSoundSource(const char* fileName, csVector3 position); /** Modified: soc/2011/sound/src/plugins/common/soundmanager/soundmanager.h =================================================================== --- soc/2011/sound/src/plugins/common/soundmanager/soundmanager.h 2011-06-09 01:37:06 UTC (rev 7382) +++ soc/2011/sound/src/plugins/common/soundmanager/soundmanager.h 2011-06-09 15:01:57 UTC (rev 7383) @@ -40,7 +40,10 @@ //------------------------------------------------------------------------------------ struct iObjectRegistry; - +/** + * Implement iSoundManager. + * @see iSoundManager + */ class SoundManager: public scfImplementation2<SoundManager, iSoundManager, iComponent> { public: @@ -74,10 +77,6 @@ virtual void SetPosition(csVector3 playerPosition); virtual csVector3 GetPosition() const; virtual void SetTimeOfDay(int newTimeOfDay); - - /* - * Return -1 if sectors are not initialized - */ virtual int GetTimeOfDay() const; virtual void SetWeather(int newWeather); virtual int GetWeather() const; @@ -105,7 +104,7 @@ private: bool isSectorLoaded; ///< true if the sectors are loaded - csRef<iObjectRegistry> objectReg; + csRef<iObjectRegistry> objectReg; ///< object registry SoundControl* mainSndCtrl; ///< soundcontrol of our soundmanager SoundControl* ambientSndCtrl; ///< soundcontrol for ambient sounds This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |