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-rw-r--r--engines/agi/agi.cpp2
-rw-r--r--engines/agi/detection.cpp2
-rw-r--r--engines/agi/sound.cpp2
-rw-r--r--engines/agi/sound_2gs.cpp12
-rw-r--r--engines/agi/sound_2gs.h4
-rw-r--r--engines/agi/sound_midi.cpp10
-rw-r--r--engines/agi/sound_pcjr.h4
-rw-r--r--engines/agi/sound_sarien.cpp4
8 files changed, 20 insertions, 20 deletions
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp
index 811a58f45d..0eefbab04d 100644
--- a/engines/agi/agi.cpp
+++ b/engines/agi/agi.cpp
@@ -188,7 +188,7 @@ void AgiEngine::processEvents() {
case Common::KEYCODE_KP5:
if (_predictiveDialogRunning)
key = event.kbd.ascii;
- else
+ else
key = KEY_STATIONARY;
break;
case Common::KEYCODE_PLUS:
diff --git a/engines/agi/detection.cpp b/engines/agi/detection.cpp
index 21ff5deb2c..a0736d0cc3 100644
--- a/engines/agi/detection.cpp
+++ b/engines/agi/detection.cpp
@@ -473,7 +473,7 @@ bool AgiBase::canLoadGameStateCurrently() {
bool AgiBase::canSaveGameStateCurrently() {
if (getGameID() == GID_BC) // Technically in Black Cauldron we may save anytime
return true;
-
+
return (!(getGameType() == GType_PreAGI) && getflag(fMenusWork) && !_noSaveLoadAllowed && _game.inputEnabled);
}
diff --git a/engines/agi/sound.cpp b/engines/agi/sound.cpp
index aa338db0f2..f2d7af32da 100644
--- a/engines/agi/sound.cpp
+++ b/engines/agi/sound.cpp
@@ -144,7 +144,7 @@ void SoundMgr::stopSound() {
// not be any harm doing it, so do it anyway.
if (_endflag != -1)
_vm->setflag(_endflag, true);
-
+
_endflag = -1;
}
diff --git a/engines/agi/sound_2gs.cpp b/engines/agi/sound_2gs.cpp
index 3c8a3dfc8d..38e256aa4b 100644
--- a/engines/agi/sound_2gs.cpp
+++ b/engines/agi/sound_2gs.cpp
@@ -167,12 +167,12 @@ uint SoundGen2GS::generateOutput() {
g->seg++;
}
}
-
+
// TODO: Advance vibrato here. The Apple IIGS uses a LFO with
// triangle wave to modulate the frequency of both oscillators.
// In Apple IIGS the vibrato and the envelope are updated at the
// same time, so the vibrato speed depends on ENVELOPE_COEF.
-
+
// Advance oscillators
int s0 = 0;
int s1 = 0;
@@ -202,12 +202,12 @@ uint SoundGen2GS::generateOutput() {
}
}
}
-
+
// Take envelope and MIDI volume information into account.
// Also amplify.
s0 *= vol * g->vel / 127 * 80 / 256;
s1 *= vol * g->vel / 127 * 80 / 256;
-
+
// Select output channel.
if (g->osc[0].chn)
outl += s0;
@@ -375,7 +375,7 @@ void SoundGen2GS::midiNoteOn(int channel, int note, int velocity) {
IIgsGenerator* g = allocateGenerator();
g->ins = _channels[channel].getInstrument();
const IIgsInstrumentHeader* i = g->ins;
-
+
// Pass information from the MIDI channel to the generator. Take
// velocity into account, although simplistically.
velocity *= 5 / 3;
@@ -385,7 +385,7 @@ void SoundGen2GS::midiNoteOn(int channel, int note, int velocity) {
g->key = note;
g->vel = velocity * _channels[channel].getVolume() / 127;
g->chn = channel;
-
+
// Instruments can define different samples to be used based on
// what the key is. Find the correct samples for our key.
int wa = 0;
diff --git a/engines/agi/sound_2gs.h b/engines/agi/sound_2gs.h
index 1a225300ae..9123e18415 100644
--- a/engines/agi/sound_2gs.h
+++ b/engines/agi/sound_2gs.h
@@ -33,7 +33,7 @@ namespace Agi {
// Apple IIGS to halt the corresponding oscillator immediately. We preprocess
// the sample data by converting it to signed values and the instruments by
// detecting prematurely stopping samples beforehand.
-//
+//
// Note: None of the tested SIERRASTANDARD files have zeroes in them. So in
// practice there is no need to check for them. However, they still do exist
// in the sample resources.
@@ -263,7 +263,7 @@ private:
uint _ticks; ///< MIDI ticks (60Hz)
int16 *_out; ///< Output buffer
uint _outSize; ///< Output buffer size
-
+
static const int kSfxMidiChannel = 15; ///< MIDI channel used for playing sample resources
};
diff --git a/engines/agi/sound_midi.cpp b/engines/agi/sound_midi.cpp
index d2c99171e2..0cbaa4af86 100644
--- a/engines/agi/sound_midi.cpp
+++ b/engines/agi/sound_midi.cpp
@@ -33,7 +33,7 @@
// Timing is not perfect, yet. It plays correct, when I use the
// Gravis-Midiplayer, but the songs are too fast when I use playmidi on
// Linux.
-//
+//
// Original program developed by Jens. Christian Restemeier
//
@@ -114,7 +114,7 @@ void SoundGenMIDI::endOfTrack() {
void SoundGenMIDI::play(int resnum) {
MIDISound *track;
-
+
stop();
_isGM = true;
@@ -153,7 +153,7 @@ unsigned char instr[] = {50, 51, 19};
static void writeDelta(Common::MemoryWriteStreamDynamic *st, int32 delta) {
int32 i;
- i = delta >> 21; if (i > 0) st->writeByte((i & 127) | 128);
+ i = delta >> 21; if (i > 0) st->writeByte((i & 127) | 128);
i = delta >> 14; if (i > 0) st->writeByte((i & 127) | 128);
i = delta >> 7; if (i > 0) st->writeByte((i & 127) | 128);
st->writeByte(delta & 127);
@@ -196,7 +196,7 @@ static uint32 convertSND2MIDI(byte *snddata, byte **data) {
int note;
/* I don't know, what frequency equals midi note 0 ... */
/* This moves the song 4 octaves down: */
- fr = (log10(111860.0 / (double)freq) / ll) - 48;
+ fr = (log10(111860.0 / (double)freq) / ll) - 48;
note = (int)floor(fr + 0.5);
if (note < 0) note = 0;
if (note > 127) note = 127;
@@ -222,7 +222,7 @@ static uint32 convertSND2MIDI(byte *snddata, byte **data) {
st.writeByte(0);
st.writeByte(0);
}
- }
+ }
writeDelta(&st, 0);
st.writeByte(0xff);
st.writeByte(0x2f);
diff --git a/engines/agi/sound_pcjr.h b/engines/agi/sound_pcjr.h
index f50fd0aa82..4317e86516 100644
--- a/engines/agi/sound_pcjr.h
+++ b/engines/agi/sound_pcjr.h
@@ -45,9 +45,9 @@ struct SndGenChan {
uint16 dissolveCount;
byte attenuation;
byte attenuationCopy;
-
+
GenType genType;
-
+
// for the sample mixer
int freqCount;
};
diff --git a/engines/agi/sound_sarien.cpp b/engines/agi/sound_sarien.cpp
index fc9a57791c..9ea8569b81 100644
--- a/engines/agi/sound_sarien.cpp
+++ b/engines/agi/sound_sarien.cpp
@@ -105,7 +105,7 @@ SoundGenSarien::~SoundGenSarien() {
int SoundGenSarien::readBuffer(int16 *buffer, const int numSamples) {
fillAudio(buffer, numSamples / 2);
-
+
return numSamples;
}
@@ -124,7 +124,7 @@ void SoundGenSarien::play(int resnum) {
for (int i = 0; i < NUM_CHANNELS; i++) {
_chn[i].type = type;
_chn[i].flags = AGI_SOUND_LOOP;
-
+
if (_env) {
_chn[i].flags |= AGI_SOUND_ENVELOPE;
_chn[i].adsr = AGI_SOUND_ENV_ATTACK;