Some more code styles fixes, thanks axe

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@32619 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Fredrik Modeen
2009-08-22 19:44:45 +00:00
parent 12f728d9fe
commit f1a8ae14d2
+14 -14
View File
@@ -118,7 +118,7 @@ BGameSoundDevice::~BGameSoundDevice()
// release our references to the nodes that we're using. We *are*
// supposed to do that even for global nodes like the Mixer.
roster->Disconnect(fConnection->producer.node, fConnection->source,
fConnection->consumer.node, fConnection->destination);
fConnection->consumer.node, fConnection->destination);
roster->ReleaseNode(fConnection->producer);
roster->ReleaseNode(fConnection->consumer);
@@ -159,7 +159,7 @@ BGameSoundDevice::SetInitError(status_t error)
status_t
BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
const void* data, int64 frames)
const void* data, int64 frames)
{
if (frames <= 0 || !sound)
return B_BAD_VALUE;
@@ -180,7 +180,7 @@ BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
status_t
BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object,
const gs_audio_format* format)
const gs_audio_format* format)
{
if (!object || !sound)
return B_BAD_VALUE;
@@ -276,7 +276,7 @@ BGameSoundDevice::IsPlaying(gs_id sound)
status_t
BGameSoundDevice::GetAttributes(gs_id sound, gs_attribute* attributes,
size_t attributeCount)
size_t attributeCount)
{
if (!fSounds[sound - 1])
return B_ERROR;
@@ -287,7 +287,7 @@ BGameSoundDevice::GetAttributes(gs_id sound, gs_attribute* attributes,
status_t
BGameSoundDevice::SetAttributes(gs_id sound, gs_attribute* attributes,
size_t attributeCount)
size_t attributeCount)
{
if (!fSounds[sound - 1])
return B_ERROR;
@@ -309,13 +309,13 @@ BGameSoundDevice::Connect()
dormant_node_info mixer_dormant_info;
int32 mixer_count = 1; // for now, we only care about the first we find.
status_t err = roster->GetDormantNodes(&mixer_dormant_info,
&mixer_count, 0, 0, 0, B_SYSTEM_MIXER, 0);
&mixer_count, 0, 0, 0, B_SYSTEM_MIXER, 0);
if (err != B_OK)
return err;
//fMixer = new media_node;
err = roster->InstantiateDormantNode(mixer_dormant_info,
&fConnection->producer);
&fConnection->producer);
if (err != B_OK)
return err;
@@ -327,20 +327,20 @@ BGameSoundDevice::Connect()
int32 count = 1;
media_input mixerInput;
err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1,
&count);
&count);
if (err != B_OK)
return err;
count = 1;
media_output mixerOutput;
err = roster->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1,
&count);
&count);
if (err != B_OK)
return err;
media_format format(mixerOutput.format);
err = roster->Connect(mixerOutput.source, mixerInput.destination,
&format, &mixerOutput, &mixerInput);
&format, &mixerOutput, &mixerInput);
if (err != B_OK)
return err;
@@ -348,18 +348,18 @@ BGameSoundDevice::Connect()
// the Mixer uses too.
roster->GetTimeSource(&fConnection->timeSource);
roster->SetTimeSourceFor(fConnection->producer.node,
fConnection->timeSource.node);
fConnection->timeSource.node);
// Start our mixer's time source if need be. Chances are, it won't need to
// be, but if we forget to do this, our mixer might not do anything at all.
BTimeSource* mixerTimeSource = roster->MakeTimeSourceFor(
fConnection->producer);
fConnection->producer);
if (!mixerTimeSource)
return B_ERROR;
if (!mixerTimeSource->IsRunning()) {
status_t err = roster->StartNode(mixerTimeSource->Node(),
BTimeSource::RealTime());
BTimeSource::RealTime());
if (err != B_OK) {
mixerTimeSource->Release();
return err;
@@ -382,7 +382,7 @@ BGameSoundDevice::Connect()
// Set an appropriate run mode for the producer
roster->SetRunModeNode(fConnection->producer,
BMediaNode::B_INCREASE_LATENCY);
BMediaNode::B_INCREASE_LATENCY);
media_to_gs_format(&fFormat, &format.u.raw_audio);
fIsConnected = true;