Further corrections of typos and dash inconsistences
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12 changed files with 41 additions and 41 deletions
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@ -93,7 +93,7 @@ public:
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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/// Since the music is not loaded completely but rather streamed
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/// continuously, the \a data must remain available as long as the
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/// music is playing (ie. you can't deallocate it right after calling
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/// music is playing (i.e. you can't deallocate it right after calling
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/// this function).
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///
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/// \param data Pointer to the file data in memory
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@ -116,7 +116,7 @@ public:
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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/// Since the music is not loaded completely but rather streamed
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/// continuously, the \a stream must remain alive as long as the
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/// music is playing (ie. you can't destroy it right after calling
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/// music is playing (i.e. you can't destroy it right after calling
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/// this function).
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///
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/// \param stream Source stream to read from
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@ -186,13 +186,13 @@ private:
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/// \class sf::Music
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/// \ingroup audio
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///
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/// Musics are sounds that are streamed rather than completely
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/// loaded in memory. This is especially useful for compressed
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/// musics that usually take hundreds of MB when they are
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/// Music objects are sounds that are streamed rather than
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/// completely loaded in memory. This is especially useful for
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/// compressed music that usually takes hundreds of MB when it is
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/// uncompressed: by streaming it instead of loading it entirely,
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/// you avoid saturating the memory and have almost no loading delay.
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///
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/// Apart from that, a sf::Music has almost the same features as
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/// Apart from that, sf::Music has almost the same features as
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/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
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/// it, request its parameters (channels, sample rate), change
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/// the way it is played (pitch, volume, 3D position, ...), etc.
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@ -146,7 +146,7 @@ public:
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/// The playing position can be changed when the sound is
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/// either paused or playing. Changing the playing position
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/// when the sound is stopped has no effect, since playing
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/// the sound would reset its position.
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/// the sound will reset its position.
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///
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/// \param timeOffset New playing position, from the beginning of the sound
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///
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@ -130,7 +130,7 @@ public:
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/// \brief Make the sound's position relative to the listener or absolute
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///
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/// Making a sound relative to the listener will ensure that it will always
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/// be played the same way regardless the position of the listener.
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/// be played the same way regardless of the position of the listener.
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/// This can be useful for non-spatialized sounds, sounds that are
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/// produced by the listener, or sounds attached to it.
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/// The default value is false (position is absolute).
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