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Diffstat (limited to 'Source/Sound/ambient_sound.cpp')
-rw-r--r--Source/Sound/ambient_sound.cpp40
1 files changed, 15 insertions, 25 deletions
diff --git a/Source/Sound/ambient_sound.cpp b/Source/Sound/ambient_sound.cpp
index 0bc0a71a..14399a41 100644
--- a/Source/Sound/ambient_sound.cpp
+++ b/Source/Sound/ambient_sound.cpp
@@ -22,66 +22,56 @@
//-----------------------------------------------------------------------------
#include "ambient_sound.h"
-ambientSound::ambientSound(float volume) : m_volume(volume), m_pitch(1.0)
-{
+ambientSound::ambientSound(float volume) : m_volume(volume), m_pitch(1.0) {
}
/// Set to false to allow the emitter to time out (useful only on non-looping sounds)
-bool ambientSound::KeepPlaying()
-{
+bool ambientSound::KeepPlaying() {
return true;
}
/// if true is returned, this will be a relative-to-listener sound
-bool ambientSound::GetPosition(vec3 &p)
-{
+bool ambientSound::GetPosition(vec3 &p) {
return true;
}
-const vec3 ambientSound::GetPosition()
-{
+const vec3 ambientSound::GetPosition() {
return vec3(0.0f);
}
-void ambientSound::GetDirection(vec3 &p)
-{
- p.x() = 0.0f; p.y() = 0.0f; p.y() = 0.0f;
+void ambientSound::GetDirection(vec3 &p) {
+ p.x() = 0.0f;
+ p.y() = 0.0f;
+ p.y() = 0.0f;
}
-const vec3 &ambientSound::GetVelocity()
-{
+const vec3 &ambientSound::GetVelocity() {
return m_velocity;
}
/// allows you to change the global alAudio pitch multiplier for this sound
-float ambientSound::GetPitchMultiplier()
-{
+float ambientSound::GetPitchMultiplier() {
return m_pitch;
}
/// allows you to change the global alAudio gain multiplier for this sound
-float ambientSound::GetVolume()
-{
+float ambientSound::GetVolume() {
return m_volume;
}
/// Indicate the priority of this effect to make room for newer/higher priority effects
-unsigned char ambientSound::GetPriority()
-{
+unsigned char ambientSound::GetPriority() {
return _sound_priority_max;
}
-void ambientSound::SetVolume(float volume)
-{
+void ambientSound::SetVolume(float volume) {
m_volume = volume;
}
-void ambientSound::SetPitch(float pitch)
-{
+void ambientSound::SetPitch(float pitch) {
m_pitch = pitch;
}
-const vec3 ambientSound::GetOcclusionPosition()
-{
+const vec3 ambientSound::GetOcclusionPosition() {
return vec3(0.0f);
}