[Scummvm-cvs-logs] CVS: scummvm/sword2 sound.cpp,1.43,1.44 sword2.h,1.59,1.60
Torbj?rn Andersson
eriktorbjorn at users.sourceforge.net
Wed Apr 28 04:48:05 CEST 2004
Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv26853
Modified Files:
sound.cpp sword2.h
Log Message:
Cleanup. I plan to take a closer look at the sound effects handling later.
Index: sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/sound.cpp,v
retrieving revision 1.43
retrieving revision 1.44
diff -u -d -r1.43 -r1.44
--- sound.cpp 24 Apr 2004 12:29:35 -0000 1.43
+++ sound.cpp 28 Apr 2004 11:47:19 -0000 1.44
@@ -38,16 +38,18 @@
namespace Sword2 {
-// initialise the fxq by clearing all the entries
+/**
+ * Initialise the fxq by clearing all the entries.
+ */
void Sword2Engine::initFxQueue(void) {
- for (int i = 0; i < FXQ_LENGTH; i++) {
- _fxQueue[i].resource = 0; // 0 resource means 'empty' slot
- _fxQueue[i].fetchId = 0; // Not being fetched.
- }
+ for (int i = 0; i < FXQ_LENGTH; i++)
+ _fxQueue[i].resource = 0;
}
-// process the fx queue once every game cycle
+/**
+ * Process the fx queue once every game cycle
+ */
void Sword2Engine::processFxQueue(void) {
for (int i = 0; i < FXQ_LENGTH; i++) {
@@ -79,8 +81,6 @@
}
}
-// called from processFxQueue only
-
void Sword2Engine::triggerFx(uint8 j) {
byte *data;
int32 id;
@@ -114,7 +114,9 @@
debug(5, "SFX ERROR: playFx() returned %.8x", rv);
}
-// Stops all looped & random fx and clears the entire queue
+/**
+ * Stop all looped & random fx and clear the entire queue
+ */
void Sword2Engine::clearFxQueue(void) {
// stop all fx & remove the samples from sound memory
@@ -141,8 +143,6 @@
_sound->unpauseFx();
}
-// called from script only
-
int32 Logic::fnPlayFx(int32 *params) {
// params: 0 sample resource id
// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
@@ -269,7 +269,9 @@
return IR_CONT;
}
-// to alter the volume and pan of a currently playing fx
+/**
+ * Alter the volume and pan of a currently playing fx
+ */
int32 Logic::fnSetFxVolAndPan(int32 *params) {
// params: 0 id of fx (ie. the id returned in 'result' from
@@ -285,7 +287,9 @@
return IR_CONT;
}
-// to alter the volume of a currently playing fx
+/**
+ * Alter the volume of a currently playing fx
+ */
int32 Logic::fnSetFxVol(int32 *params) {
// params: 0 id of fx (ie. the id returned in 'result' from
@@ -297,8 +301,6 @@
return IR_CONT;
}
-// called from script only
-
int32 Logic::fnStopFx(int32 *params) {
// params: 0 position in queue
@@ -326,8 +328,6 @@
return IR_CONT;
}
-// called from script only
-
int32 Logic::fnStopAllFx(int32 *params) {
// Stops all looped & random fx and clears the entire queue
@@ -342,8 +342,10 @@
return IR_CONT;
}
-// Start a tune playing, to play once or to loop until stopped or next one
-// played
+/**
+ * Start a tune playing, to play once or to loop until stopped or next one
+ * played.
+ */
int32 Logic::fnPlayMusic(int32 *params) {
// params: 0 tune id
@@ -392,8 +394,6 @@
return IR_CONT;
}
-// called from script only
-
int32 Logic::fnStopMusic(int32 *params) {
// params: none
Index: sword2.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/sword2.h,v
retrieving revision 1.59
retrieving revision 1.60
diff -u -d -r1.59 -r1.60
--- sword2.h 26 Apr 2004 07:37:25 -0000 1.59
+++ sword2.h 28 Apr 2004 11:47:19 -0000 1.60
@@ -323,7 +323,6 @@
struct FxQueueEntry {
uint32 resource; // resource id of sample
- uint32 fetchId; // Id of resource in PSX CD queue. :)
uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
uint8 volume; // 0..16
int8 pan; // -16..16
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