diff --git a/src/backends/sdl/sound.c b/src/backends/sdl/sound.c index 4e310b88..dd618872 100644 --- a/src/backends/sdl/sound.c +++ b/src/backends/sdl/sound.c @@ -21,9 +21,9 @@ * * ======================================================================= * - * SDL sound backend. Since SDL is just an API for sound playback, we + * SDL sound backend. Since SDL is just an API for sound playback, we * must caculate everything in software: mixing, resampling, stereo - * spartializations, etc. Therefor this file is rather complex. :) + * spartializations, etc. Therefor this file is rather complex. :) * Samples are read from the cache (see the upper layer of the sound * system), manipulated and written into sound.buffer. sound.buffer is * passed to SDL (in fact requested by SDL via the callback) and played @@ -65,7 +65,7 @@ static int snd_vol; /* ------------------------------------------------------------------ */ /* - * Transfers a mixed "paint buffer" to + * Transfers a mixed "paint buffer" to * the SDL output buffer and places it * at the appropriate position. */ @@ -343,7 +343,7 @@ SDL_PaintChannels(int endtime) /* clear the paint buffer */ if (s_rawend < paintedtime) { - memset(paintbuffer, 0, (end - paintedtime) + memset(paintbuffer, 0, (end - paintedtime) * sizeof(portable_samplepair_t)); } else @@ -474,7 +474,7 @@ SDL_DriftBeginofs(float timeofs) * Spatialize a sound effect based on it's origin. */ void -SDL_SpatializeOrigin(vec3_t origin, float master_vol, float dist_mult, +SDL_SpatializeOrigin(vec3_t origin, float master_vol, float dist_mult, int *left_vol, int *right_vol) { vec_t dot; @@ -893,7 +893,7 @@ SDL_Cache(sfx_t *sfx, wavinfo_t *info, byte *data) * and cinematic playback. */ void -SDL_RawSamples(int samples, int rate, int width, +SDL_RawSamples(int samples, int rate, int width, int channels, byte *data, float volume) { float scale; @@ -982,7 +982,7 @@ SDL_RawSamples(int samples, int rate, int width, } /* - * Runs every frame, handles all necessary + * Runs every frame, handles all necessary * sound calculations and fills the play- * back buffer. */ @@ -1011,7 +1011,7 @@ SDL_Update(void) SDL_UpdateScaletable(); } - /* update spatialization + /* update spatialization for dynamic sounds */ ch = channels; @@ -1066,12 +1066,12 @@ SDL_Update(void) /* stream music */ OGG_Stream(); #endif - + if (!sound.buffer) { return; } - + /* Mix the samples */ SDL_LockAudio(); @@ -1123,9 +1123,9 @@ SDL_SoundInfo(void) Com_Printf("%5d speed\n", sound.speed); Com_Printf("%p sound buffer\n", sound.buffer); } - + /* - * Callback funktion for SDL. Writes + * Callback funktion for SDL. Writes * sound data to SDL when requested. */ static void @@ -1338,4 +1338,4 @@ SDL_BackendShutdown(void) snd_inited = 0; Com_Printf("SDL audio device shut down.\n"); } - +