Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Thanks LordHoto for reminding this
|
|
in-game scene
|
|
|
|
This matches the casing of the original engine name.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Sound Fx driver
|
|
|
|
|
|
|
|
This will be necessary with the introduction of the Sound FX driver, since the sound manager will do the processing for both drivers, but each will need to do their own output in their AudioStream thread
|
|
|
|
This fixes a problem in Scene 20 where the scene wasn't ending after a sound fade
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
|
|
|
|
There is one remaining warning about 'maxPriority' being set but
not tested in one of the loops in _sfRethinkSoundDrivers(), but
I'm uncertain about that one. Looks like it could be an actual
engine bug.
|
|
|
|
|