Further corrections of typos and dash inconsistences

This commit is contained in:
Jan Haller 2014-11-18 11:14:18 +01:00
parent 45810a1345
commit 0a64f50605
12 changed files with 41 additions and 41 deletions

View file

@ -93,7 +93,7 @@ public:
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// Since the music is not loaded completely but rather streamed
/// continuously, the \a data must remain available as long as the
/// music is playing (ie. you can't deallocate it right after calling
/// music is playing (i.e. you can't deallocate it right after calling
/// this function).
///
/// \param data Pointer to the file data in memory
@ -116,7 +116,7 @@ public:
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// Since the music is not loaded completely but rather streamed
/// continuously, the \a stream must remain alive as long as the
/// music is playing (ie. you can't destroy it right after calling
/// music is playing (i.e. you can't destroy it right after calling
/// this function).
///
/// \param stream Source stream to read from
@ -186,13 +186,13 @@ private:
/// \class sf::Music
/// \ingroup audio
///
/// Musics are sounds that are streamed rather than completely
/// loaded in memory. This is especially useful for compressed
/// musics that usually take hundreds of MB when they are
/// Music objects are sounds that are streamed rather than
/// completely loaded in memory. This is especially useful for
/// compressed music that usually takes hundreds of MB when it is
/// uncompressed: by streaming it instead of loading it entirely,
/// you avoid saturating the memory and have almost no loading delay.
///
/// Apart from that, a sf::Music has almost the same features as
/// Apart from that, sf::Music has almost the same features as
/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
/// it, request its parameters (channels, sample rate), change
/// the way it is played (pitch, volume, 3D position, ...), etc.

View file

@ -146,7 +146,7 @@ public:
/// The playing position can be changed when the sound is
/// either paused or playing. Changing the playing position
/// when the sound is stopped has no effect, since playing
/// the sound would reset its position.
/// the sound will reset its position.
///
/// \param timeOffset New playing position, from the beginning of the sound
///

View file

@ -130,7 +130,7 @@ public:
/// \brief Make the sound's position relative to the listener or absolute
///
/// Making a sound relative to the listener will ensure that it will always
/// be played the same way regardless the position of the listener.
/// be played the same way regardless of the position of the listener.
/// This can be useful for non-spatialized sounds, sounds that are
/// produced by the listener, or sounds attached to it.
/// The default value is false (position is absolute).