diff --git a/source/soundmanager/scripting/SoundGroup.cpp b/source/soundmanager/scripting/SoundGroup.cpp
index c96f891f31..bad65329ae 100644
--- a/source/soundmanager/scripting/SoundGroup.cpp
+++ b/source/soundmanager/scripting/SoundGroup.cpp
@@ -19,8 +19,8 @@
* =========================================================================
* File : SoundGroup.cpp
* Project : 0 A.D.
-* Description : Loads up a group of sound files with shared properties,
-* and provides a simple interface for playing them.
+* Description : Loads up a group of sound files with shared properties,
+* and provides a simple interface for playing them.
* =========================================================================
*/
@@ -112,9 +112,9 @@ float CSoundGroup::RadiansOffCenter(const CVector3D& position, bool& onScreen, f
float yBufferSize = 15;
const size_t audioWidth = screenWidth;
float radianCap = PI / 3;
-
+
g_Game->GetView()->GetCamera()->GetScreenCoordinates(position, x, y);
-
+
onScreen = true;
if (x < -bufferSize)
@@ -162,7 +162,7 @@ void CSoundGroup::UploadPropertiesAndPlay(size_t theIndex, const CVector3D& posi
bool isOnscreen = false;
ALfloat initialRolllOff = 0.1f;
ALfloat itemRollOff = initialRolllOff;
-
+
float offSet = RadiansOffCenter(position, isOnscreen, itemRollOff);
bool shouldBePlayed = isOnscreen || TestFlag(eDistanceless) || TestFlag(eOmnipresent);
@@ -195,7 +195,7 @@ void CSoundGroup::UploadPropertiesAndPlay(size_t theIndex, const CVector3D& posi
if (TestFlag(eDistanceless))
itemRollOff = 0;
-
+
if ( sndData->IsStereo() )
LOGWARNING("OpenAL: stereo sounds can't be positioned: %s", sndData->GetFileName().string8());
@@ -235,7 +235,7 @@ void CSoundGroup::PlayNext(const CVector3D& position, entity_id_t source)
// if no sounds, return
if (filenames.size() == 0)
return;
-
+
m_index = rand(0, (size_t)filenames.size());
UploadPropertiesAndPlay(m_index, position, source);
}
@@ -260,7 +260,7 @@ void CSoundGroup::Reload()
}
if (TestFlag(eRandOrder))
- random_shuffle(snd_group.begin(), snd_group.end());
+ random_shuffle(snd_group.begin(), snd_group.end());
}
#endif // CONFIG2_AUDIO
}
@@ -323,12 +323,11 @@ bool CSoundGroup::LoadSoundGroup(const VfsPath& pathnameXML)
LOGERROR("Invalid SoundGroup format (unrecognised root element '%s')", XeroFile.GetElementString(root.GetNodeName()).c_str());
return false;
}
-
+
XERO_ITER_EL(root, child)
{
-
- int child_name = child.GetNodeName();
-
+ int child_name = child.GetNodeName();
+
if(child_name == el_gain)
{
SetGain(child.GetText().ToFloat());
@@ -421,7 +420,6 @@ bool CSoundGroup::LoadSoundGroup(const VfsPath& pathnameXML)
m_Decay = child.GetText().ToFloat();
}
}
-
return true;
}
diff --git a/source/soundmanager/scripting/SoundGroup.h b/source/soundmanager/scripting/SoundGroup.h
index 53be26c1a1..6a358f8f97 100644
--- a/source/soundmanager/scripting/SoundGroup.h
+++ b/source/soundmanager/scripting/SoundGroup.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2012 Wildfire Games.
+/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,15 +19,12 @@
* =========================================================================
* File : SoundGroup.h
* Project : 0 A.D.
-* Description : Loads up a group of sound files with shared properties,
-* and provides a simple interface for playing them.
+* Description : Loads up a group of sound files with shared properties,
+* and provides a simple interface for playing them.
* =========================================================================
*/
/*
-Example usage:
-
-
Example SoundGroup.xml
@@ -46,7 +43,6 @@ Example SoundGroup.xml
audio/voice/hellenes/soldier/Attack_Engagex.ogg
audio/voice/hellenes/soldier/Attack_ForMyFamily.ogg
-
*/
#ifndef INCLUDED_SOUNDGROUP_H
@@ -105,7 +101,7 @@ public:
// Test flag, returns true if flag is set.
inline bool TestFlag(int flag) { return (m_Flags & flag) != 0; }
-
+
private:
void SetGain(float gain);
@@ -114,7 +110,7 @@ private:
void SetDefaultValues();
size_t m_index; // index of the next sound to play
-
+
#if CONFIG2_AUDIO
std::vector snd_group; // we store the handles so we can load now and play later
#endif
@@ -124,15 +120,15 @@ private:
float m_CurTime; // Time elapsed since soundgroup was created
float m_TimeWindow; // The Intensity Threshold Window
- size_t m_IntensityThreshold; // the allowable intensity before a sound switch
- size_t m_Intensity; // our current intensity(number of sounds played since m_CurTime - m_TimeWindow)
- float m_Decay; //
+ size_t m_IntensityThreshold; // the allowable intensity before a sound switch
+ size_t m_Intensity; // our current intensity (number of sounds played since m_CurTime - m_TimeWindow)
+ float m_Decay;
unsigned char m_Flags; // up to eight individual parameters, use with eSndGrpFlags.
-
- float m_Gain;
+
+ float m_Gain;
float m_Pitch;
float m_Priority;
- float m_ConeOuterGain;
+ float m_ConeOuterGain;
float m_PitchUpper;
float m_PitchLower;
float m_GainUpper;