From f1a8ae14d2c448db01599ae2f0ce0285f94986f8 Mon Sep 17 00:00:00 2001 From: Fredrik Modeen Date: Sat, 22 Aug 2009 19:44:45 +0000 Subject: [PATCH] Some more code styles fixes, thanks axe git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@32619 a95241bf-73f2-0310-859d-f6bbb57e9c96 --- src/kits/game/GameSoundDevice.cpp | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/src/kits/game/GameSoundDevice.cpp b/src/kits/game/GameSoundDevice.cpp index e345b05198..f4684da695 100644 --- a/src/kits/game/GameSoundDevice.cpp +++ b/src/kits/game/GameSoundDevice.cpp @@ -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;