Remove trailing whitespace. Based on patch by otero, refs #3268.
This was SVN commit r17576.
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@ -19,8 +19,8 @@
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* =========================================================================
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* File : SoundGroup.cpp
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* Project : 0 A.D.
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* Description : Loads up a group of sound files with shared properties,
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* and provides a simple interface for playing them.
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* Description : Loads up a group of sound files with shared properties,
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* and provides a simple interface for playing them.
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* =========================================================================
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*/
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@ -112,9 +112,9 @@ float CSoundGroup::RadiansOffCenter(const CVector3D& position, bool& onScreen, f
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float yBufferSize = 15;
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const size_t audioWidth = screenWidth;
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float radianCap = PI / 3;
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g_Game->GetView()->GetCamera()->GetScreenCoordinates(position, x, y);
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onScreen = true;
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if (x < -bufferSize)
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@ -162,7 +162,7 @@ void CSoundGroup::UploadPropertiesAndPlay(size_t theIndex, const CVector3D& posi
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bool isOnscreen = false;
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ALfloat initialRolllOff = 0.1f;
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ALfloat itemRollOff = initialRolllOff;
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float offSet = RadiansOffCenter(position, isOnscreen, itemRollOff);
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bool shouldBePlayed = isOnscreen || TestFlag(eDistanceless) || TestFlag(eOmnipresent);
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@ -195,7 +195,7 @@ void CSoundGroup::UploadPropertiesAndPlay(size_t theIndex, const CVector3D& posi
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if (TestFlag(eDistanceless))
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itemRollOff = 0;
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if ( sndData->IsStereo() )
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LOGWARNING("OpenAL: stereo sounds can't be positioned: %s", sndData->GetFileName().string8());
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@ -235,7 +235,7 @@ void CSoundGroup::PlayNext(const CVector3D& position, entity_id_t source)
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// if no sounds, return
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if (filenames.size() == 0)
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return;
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m_index = rand(0, (size_t)filenames.size());
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UploadPropertiesAndPlay(m_index, position, source);
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}
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@ -260,7 +260,7 @@ void CSoundGroup::Reload()
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}
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if (TestFlag(eRandOrder))
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random_shuffle(snd_group.begin(), snd_group.end());
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random_shuffle(snd_group.begin(), snd_group.end());
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}
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#endif // CONFIG2_AUDIO
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}
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@ -323,12 +323,11 @@ bool CSoundGroup::LoadSoundGroup(const VfsPath& pathnameXML)
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LOGERROR("Invalid SoundGroup format (unrecognised root element '%s')", XeroFile.GetElementString(root.GetNodeName()).c_str());
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return false;
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}
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XERO_ITER_EL(root, child)
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{
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int child_name = child.GetNodeName();
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int child_name = child.GetNodeName();
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if(child_name == el_gain)
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{
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SetGain(child.GetText().ToFloat());
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@ -421,7 +420,6 @@ bool CSoundGroup::LoadSoundGroup(const VfsPath& pathnameXML)
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m_Decay = child.GetText().ToFloat();
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}
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}
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return true;
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -19,15 +19,12 @@
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* =========================================================================
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* File : SoundGroup.h
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* Project : 0 A.D.
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* Description : Loads up a group of sound files with shared properties,
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* and provides a simple interface for playing them.
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* Description : Loads up a group of sound files with shared properties,
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* and provides a simple interface for playing them.
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* =========================================================================
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*/
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/*
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Example usage:
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Example SoundGroup.xml
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<?xml version="1.0" encoding="utf-8"?>
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<SoundGroup>
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@ -46,7 +43,6 @@ Example SoundGroup.xml
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<Sound>audio/voice/hellenes/soldier/Attack_Engagex.ogg</Sound>
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<Sound>audio/voice/hellenes/soldier/Attack_ForMyFamily.ogg</Sound>
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</SoundGroup>
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*/
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#ifndef INCLUDED_SOUNDGROUP_H
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@ -105,7 +101,7 @@ public:
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// Test flag, returns true if flag is set.
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inline bool TestFlag(int flag) { return (m_Flags & flag) != 0; }
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private:
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void SetGain(float gain);
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@ -114,7 +110,7 @@ private:
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void SetDefaultValues();
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size_t m_index; // index of the next sound to play
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#if CONFIG2_AUDIO
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std::vector<CSoundData*> snd_group; // we store the handles so we can load now and play later
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#endif
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@ -124,15 +120,15 @@ private:
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float m_CurTime; // Time elapsed since soundgroup was created
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float m_TimeWindow; // The Intensity Threshold Window
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size_t m_IntensityThreshold; // the allowable intensity before a sound switch
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size_t m_Intensity; // our current intensity(number of sounds played since m_CurTime - m_TimeWindow)
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float m_Decay; //
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size_t m_IntensityThreshold; // the allowable intensity before a sound switch
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size_t m_Intensity; // our current intensity (number of sounds played since m_CurTime - m_TimeWindow)
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float m_Decay;
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unsigned char m_Flags; // up to eight individual parameters, use with eSndGrpFlags.
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float m_Gain;
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float m_Gain;
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float m_Pitch;
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float m_Priority;
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float m_ConeOuterGain;
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float m_ConeOuterGain;
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float m_PitchUpper;
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float m_PitchLower;
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float m_GainUpper;
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