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https://github.com/yquake2/yquake2remaster.git
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Whitespace cleanup
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parent
910dc421c6
commit
d9cd053461
1 changed files with 13 additions and 13 deletions
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@ -21,9 +21,9 @@
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*
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* =======================================================================
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*
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* SDL sound backend. Since SDL is just an API for sound playback, we
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* SDL sound backend. Since SDL is just an API for sound playback, we
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* must caculate everything in software: mixing, resampling, stereo
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* spartializations, etc. Therefor this file is rather complex. :)
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* spartializations, etc. Therefor this file is rather complex. :)
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* Samples are read from the cache (see the upper layer of the sound
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* system), manipulated and written into sound.buffer. sound.buffer is
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* passed to SDL (in fact requested by SDL via the callback) and played
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@ -65,7 +65,7 @@ static int snd_vol;
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/* ------------------------------------------------------------------ */
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/*
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* Transfers a mixed "paint buffer" to
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* Transfers a mixed "paint buffer" to
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* the SDL output buffer and places it
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* at the appropriate position.
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*/
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@ -343,7 +343,7 @@ SDL_PaintChannels(int endtime)
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/* clear the paint buffer */
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if (s_rawend < paintedtime)
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{
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memset(paintbuffer, 0, (end - paintedtime)
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memset(paintbuffer, 0, (end - paintedtime)
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* sizeof(portable_samplepair_t));
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}
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else
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@ -474,7 +474,7 @@ SDL_DriftBeginofs(float timeofs)
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* Spatialize a sound effect based on it's origin.
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*/
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void
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SDL_SpatializeOrigin(vec3_t origin, float master_vol, float dist_mult,
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SDL_SpatializeOrigin(vec3_t origin, float master_vol, float dist_mult,
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int *left_vol, int *right_vol)
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{
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vec_t dot;
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@ -893,7 +893,7 @@ SDL_Cache(sfx_t *sfx, wavinfo_t *info, byte *data)
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* and cinematic playback.
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*/
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void
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SDL_RawSamples(int samples, int rate, int width,
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SDL_RawSamples(int samples, int rate, int width,
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int channels, byte *data, float volume)
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{
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float scale;
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@ -982,7 +982,7 @@ SDL_RawSamples(int samples, int rate, int width,
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}
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/*
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* Runs every frame, handles all necessary
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* Runs every frame, handles all necessary
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* sound calculations and fills the play-
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* back buffer.
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*/
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@ -1011,7 +1011,7 @@ SDL_Update(void)
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SDL_UpdateScaletable();
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}
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/* update spatialization
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/* update spatialization
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for dynamic sounds */
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ch = channels;
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@ -1066,12 +1066,12 @@ SDL_Update(void)
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/* stream music */
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OGG_Stream();
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#endif
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if (!sound.buffer)
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{
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return;
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}
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/* Mix the samples */
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SDL_LockAudio();
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@ -1123,9 +1123,9 @@ SDL_SoundInfo(void)
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Com_Printf("%5d speed\n", sound.speed);
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Com_Printf("%p sound buffer\n", sound.buffer);
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}
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/*
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* Callback funktion for SDL. Writes
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* Callback funktion for SDL. Writes
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* sound data to SDL when requested.
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*/
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static void
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@ -1338,4 +1338,4 @@ SDL_BackendShutdown(void)
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snd_inited = 0;
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Com_Printf("SDL audio device shut down.\n");
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}
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