Fixed additional comments and documention spelling mistakes.
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610111c687
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73 changed files with 130 additions and 130 deletions
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@ -96,10 +96,10 @@ public:
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unsigned int getSampleRate() const;
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////////////////////////////////////////////////////////////
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/// \brief Get a list of the names of all availabe audio capture devices
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/// \brief Get a list of the names of all available audio capture devices
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///
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/// This function returns a vector of strings, containing
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/// the names of all availabe audio capture devices.
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/// the names of all available audio capture devices.
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///
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/// \return A vector of strings containing the names
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///
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@ -187,7 +187,7 @@ protected:
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////////////////////////////////////////////////////////////
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/// \brief Start capturing audio data
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///
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/// This virtual function may be overriden by a derived class
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/// This virtual function may be overridden by a derived class
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/// if something has to be done every time a new capture
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/// starts. If not, this function can be ignored; the default
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/// implementation does nothing.
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@ -216,7 +216,7 @@ protected:
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////////////////////////////////////////////////////////////
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/// \brief Stop capturing audio data
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///
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/// This virtual function may be overriden by a derived class
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/// This virtual function may be overridden by a derived class
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/// if something has to be done every time the capture
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/// ends. If not, this function can be ignored; the default
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/// implementation does nothing.
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@ -285,7 +285,7 @@ private:
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/// A derived class has only one virtual function to override:
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/// \li onProcessSamples provides the new chunks of audio samples while the capture happens
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///
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/// Moreover, two additionnal virtual functions can be overriden
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/// Moreover, two additional virtual functions can be overridden
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/// as well if necessary:
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/// \li onStart is called before the capture happens, to perform custom initializations
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/// \li onStop is called after the capture ends, to perform custom cleanup
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@ -303,9 +303,9 @@ private:
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///
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/// If you have multiple sound input devices connected to your
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/// computer (for example: microphone, external soundcard, webcam mic, ...)
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/// you can get a list of all available devices throught the
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/// you can get a list of all available devices through the
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/// getAvailableDevices() function. You can then select a device
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/// by calling setDevice() with the appropiate device. Otherwise
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/// by calling setDevice() with the appropriate device. Otherwise
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/// the default capturing device will be used.
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///
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/// It is important to note that the audio capture happens in a
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@ -244,7 +244,7 @@ protected:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor is meant ot be called by derived classes only.
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/// This constructor is meant to be called by derived classes only.
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///
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////////////////////////////////////////////////////////////
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SoundSource();
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@ -207,7 +207,7 @@ protected:
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////////////////////////////////////////////////////////////
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/// \brief Request a new chunk of audio samples from the stream source
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///
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/// This function must be overriden by derived classes to provide
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/// This function must be overridden by derived classes to provide
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/// the audio samples to play. It is called continuously by the
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/// streaming loop, in a separate thread.
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/// The source can choose to stop the streaming loop at any time, by
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@ -226,7 +226,7 @@ protected:
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position in the stream source
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///
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/// This function must be overriden by derived classes to
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/// This function must be overridden by derived classes to
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/// allow random seeking into the stream source.
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///
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/// \param timeOffset New playing position, relative to the beginning of the stream
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@ -313,7 +313,7 @@ private:
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/// Unlike audio buffers (see sf::SoundBuffer), audio streams
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/// are never completely loaded in memory. Instead, the audio
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/// data is acquired continuously while the stream is playing.
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/// This behaviour allows to play a sound with no loading delay,
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/// This behavior allows to play a sound with no loading delay,
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/// and keeps the memory consumption very low.
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///
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/// Sound sources that need to be streamed are usually big files
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