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author | Strangerke | 2012-06-12 00:07:50 +0200 |
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committer | Strangerke | 2012-06-12 00:07:50 +0200 |
commit | 985602a72d52acdb99599eaddbed7f7b9fce01ce (patch) | |
tree | 13db41d9da726e23207838d082230d511cbf6f0d /engines/tony/sound.h | |
parent | 34a7c7be984e6d47d83ce71af93402281039405d (diff) | |
download | scummvm-rg350-985602a72d52acdb99599eaddbed7f7b9fce01ce.tar.gz scummvm-rg350-985602a72d52acdb99599eaddbed7f7b9fce01ce.tar.bz2 scummvm-rg350-985602a72d52acdb99599eaddbed7f7b9fce01ce.zip |
TONY: Rename some Italian into English
Diffstat (limited to 'engines/tony/sound.h')
-rw-r--r-- | engines/tony/sound.h | 121 |
1 files changed, 51 insertions, 70 deletions
diff --git a/engines/tony/sound.h b/engines/tony/sound.h index 6593470d0c..4669dff568 100644 --- a/engines/tony/sound.h +++ b/engines/tony/sound.h @@ -65,7 +65,7 @@ private: bool bSoundSupported; /****************************************************************************\ - * Metodi + * Methods \****************************************************************************/ public: @@ -74,105 +74,95 @@ public: * * Function: FPSOUND::FPSOUND(); * - * Description: Costruttore di default. Inizializza gli attributi. + * Description: Default constructor. Initializes the attributes * \****************************************************************************/ FPSOUND(); - /****************************************************************************\ * * Function: FPSOUND::~FPSOUND(); * - * Description: Deinizializza l'oggetto, disallocando la memoria. + * Description: Deinitialize the object, free memory * \****************************************************************************/ ~FPSOUND(); - /****************************************************************************\ * * Function: bool FPSOUND::Init(); * - * Description: Inizializza l'oggetto, e prepara tutto il necessario per - * creare stream e effetti sonori. + * Description: Initializes the objects, and prepare everything required to + * create streams and sound effects. * - * Return: True se tutto OK, FALSE in caso di errore. + * Return: True if everything is OK, False otherwise. * \****************************************************************************/ - bool Init(); - /****************************************************************************\ * * Function: bool CreateStream(FPSTREAM** lplpStream); * - * Description: Alloca un oggetti di tipo FPSTREAM, e ritorna il suo - * puntatore dopo averlo inizializzato. + * Description: Allocates an object of type FPSTREAM, and return its + * pointer after it has been initialized. * - * Input: FPSTREAM** lplpStream Conterra' il pointer all'oggetto - * appena creato. + * Input: FPSTREAM** lplpStream Will contain the pointer of the + * object * - * Return: TRUE se tutto OK, FALSE in caso di errore - * - * Note: L'utilizzo di funzioni del tipo CreateStream(), CreateSfx(), - * sono dovute al fatto che i costruttori delle classi FPSTREAM - * e FPSFX richiedono che DirectSound sia gia' stato - * inzializzato. In questo modo quindi si evitano dei bugs - * che si verrebbero a creare se venisse dichiarata un oggetto - * di tipo FPSTREAM o FPSFX globale (o cmq prima della - * inizializzazione di DirectSound). + * Return: True is everything i OK, False otherwise * + * Note: The use of functions like CreateStream () and CreateSfx () + * are due to the fact that the class constructors and + * FPSTREAM FPSFX require that DirectSound is already initialized. + * In this way, you avoid the bugs that would be created if an + * object type is declared FPSTREAM FPSFX or global + * (or anyway before initializing DirectSound). \****************************************************************************/ bool CreateStream(FPSTREAM **lplpStream); - - /****************************************************************************\ * * Function: bool CreateSfx(FPSFX** lplpSfx); * - * Description: Alloca un oggetti di tipo FPSFX e ritorna il suo - * puntatore dopo averlo inizializzato. + * Description: Allocates an object of type FPSFX and returns a pointer + * pointing to it * - * Input: FPSFX** lplpSfx Conterra' il pointer all'oggetto - * appena creato. + * Input: FPSFX** lplpSfx Will contain the pointer of the + * object * - * Return: TRUE se tutto OK, FALSE in caso di errore + * Return: True is everything i OK, False otherwise * - * Note: Vedi le note di CreateStream() + * Note: See notes about CreateStream() * \****************************************************************************/ bool CreateSfx(FPSFX **lplpSfx); - - /****************************************************************************\ * * Function: void SetMasterVolume(int dwVolume); * - * Description: Setta il volume generale + * Description: Set main volume * - * Input: int dwVolume Volume da settare (0-63) + * Input: int dwVolume Volume to be set (0-63) * \****************************************************************************/ void SetMasterVolume(int dwVolume); - /****************************************************************************\ * * Function: void GetMasterVolume(LPINT lpdwVolume); * - * Description: Richiede il volume generale + * Description: Get main volume * - * Input: LPINT lpdwVolume Variabile che conterra' il volume (0-63) + * Input: LPINT lpdwVolume This variable will contain the + * current volume (0-63) * \****************************************************************************/ @@ -182,13 +172,13 @@ public: class FPSFX { /****************************************************************************\ - * Attributi + * Attributes \****************************************************************************/ private: - bool bSoundSupported; // TRUE se il suono e' attivo - bool bFileLoaded; // TRUE se e' stato aperto un file - bool bLoop; // TRUE se bisogna loopare l'effetto sonoro + bool bSoundSupported; // True if the sound is active + bool bFileLoaded; // True is a file is opened + bool bLoop; // True is sound effect should loop int lastVolume; bool bIsVoice; @@ -205,7 +195,7 @@ private: /****************************************************************************\ - * Metodi + * Methods \****************************************************************************/ public: @@ -218,54 +208,49 @@ public: * * Function: FPSFX(bool bSoundOn); * - * Description: Costruttore di default. *NON* bisogna dichiarare direttamente - * un oggetto, ma crearlo piuttosto tramite FPSOUND::CreateSfx() + * Description: Default constructor. *DO NOT* declare the object directly, + * create it though FPSOUND::CreateSfx() instead * \****************************************************************************/ FPSFX(bool bSoundOn); - /****************************************************************************\ * * Function: ~FPSFX(); * - * Description: Distruttore di default. Si preoccupa anche di fermare il sound - * effect eventualmente in esecuzione, e disallocare la memoria - * da esso occupata. + * Description: Default destructor. It also stops the sound effect that + * may be running, and free the memory used. * \****************************************************************************/ ~FPSFX(); - /****************************************************************************\ * * Function: Release(); * - * Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando - * l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato - * creato con la FPSOUND::CreateStream(). + * Description: Releases the memory object. Must be called when the object + * is no longer useful and **ONLY** when the object was created + * with the FPSOUND :: CreateStream (). * - * Note: Eventuali puntatori all'oggetto non sono piu' validi dopo - * questa chiamata. + * Note: Any object pointers are no longer valid after this call. * \****************************************************************************/ void Release(); - /****************************************************************************\ * * Function: bool LoadFile(char *lpszFileName, uint32 dwCodec=FPCODEC_RAW); * - * Description: Apre un file di effetto sonoro e lo carica. + * Description: Opens a file and load sound effect * - * Input: char *lpszFile Nome del file di sfx da aprire - * uint32 dwCodec CODEC da utilizzare per decomprimere - * i campioni sonori + * Input: char *lpszFile SFX filename + * uint32 dwCodec CODEC to be used to decompress + * the sound samples * - * Return: TRUE se tutto OK, FALSE in caso di errore + * Return: True if everything is OK, False otherwise * \****************************************************************************/ @@ -273,44 +258,40 @@ public: bool loadWave(Common::SeekableReadStream *stream); bool LoadVoiceFromVDB(Common::File &vdbFP); - /****************************************************************************\ * * Function: bool Play(); * - * Description: Suona lo sfx caricato. + * Description: Play the loaded FX. * - * Return: TRUE se tutto OK, FALSE in caso di errore. + * Return: True if everything is OK, False otherwise * \****************************************************************************/ bool Play(); - /****************************************************************************\ * * Function: bool Stop(); * - * Description: Ferma il play dello sfx. + * Description: Stop a FX * - * Return: TRUE se tutto OK, FALSE in caso di errore. + * Return: True if everything is OK, False otherwise * \****************************************************************************/ bool Stop(); - /****************************************************************************\ * * Function: void Pause(bool bPause); * - * Description: Pause dell'effetto sonoro + * Description: Pause a FX * \****************************************************************************/ void Pause(bool bPause); - /****************************************************************************\ * * Function: bool SetLoop(bool bLoop); |