TONY: Translate comments in sound.cpp

This commit is contained in:
Strangerke 2012-06-16 23:48:16 +02:00
parent ac4567dcb6
commit 011b15966c

View File

@ -44,14 +44,14 @@ namespace Tony {
#define RELEASE(x) {if ((x) != NULL) { (x)->release(); x = NULL; }}
/****************************************************************************\
* Metodi per FPSound
* Methods for FPSound
\****************************************************************************/
/****************************************************************************\
*
* Function: FPSound::FPSound();
*
* Description: Costruttore di default. Inizializza gli attributi.
* Description: Default constructor. Initializes the attributes.
*
\****************************************************************************/
@ -62,12 +62,12 @@ FPSound::FPSound() {
/****************************************************************************\
*
* Function: bool FPSound::Init();
* Function: bool FPSound::init();
*
* Description: Inizializza l'oggetto, e prepara tutto il necessario per
* creare stream e effetti sonori.
* Description: Initializes the object, and prepare everything you need to
create streams and sound effects.
*
* Return: True se tutto OK, false in caso di errore.
* Return: True if everything's OK, False otherwise.
*
\****************************************************************************/
@ -81,7 +81,7 @@ bool FPSound::init() {
*
* Function: FPSound::~FPSound();
*
* Description: Deinizializza l'oggetto, disallocando la memoria.
* Description: Destroy the object and free the memory.
*
\****************************************************************************/
@ -93,21 +93,12 @@ FPSound::~FPSound() {
*
* Function: bool CreateStream(FPStream** lplpStream);
*
* Description: Alloca un oggetti di tipo FPStream, e ritorna il suo
* puntatore dopo averlo inizializzato.
* Description: Allocates an object of type FPStream, and return its pointer
*
* Input: FPStream** lplpStream Conterra' il pointer all'oggetto
* appena creato.
* Input: FPStream** lplpStream Will contain a pointer to the object
* you just created.
*
* Return: true se tutto OK, false in caso di errore
*
* Note: L'utilizzo di funzioni del tipo CreateStream(), CreateSfx(),
* sono dovute al fatto che i costruttori delle classi FPStream
* e FPSfx richiedono che DirectSound sia gia' stato
* inzializzato. In questo modo quindi si evitano dei bugs
* che si verrebbero a creare se venisse dichiarata un oggetto
* di tipo FPStream o FPSfx globale (o cmq prima della
* inizializzazione di DirectSound).
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -117,21 +108,16 @@ bool FPSound::createStream(FPStream **lplpStream) {
return (*lplpStream != NULL);
}
/****************************************************************************\
*
* Function: bool CreateSfx(FPSfx** lplpSfx);
*
* Description: Alloca un oggetti di tipo FPSfx e ritorna il suo
* puntatore dopo averlo inizializzato.
* Description: Allocates an object of type FpSfx, and return its pointer
*
* Input: FPSfx** lplpSfx Conterra' il pointer all'oggetto
* appena creato.
* Input: FPSfx** lplpSfx Will contain a pointer to the object
* you just created.
*
* Return: true se tutto OK, false in caso di errore
*
* Note: Vedi le note di CreateStream()
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -141,15 +127,13 @@ bool FPSound::createSfx(FPSfx **lplpSfx) {
return (*lplpSfx != NULL);
}
/****************************************************************************\
*
* Function: void SetMasterVolume(int dwVolume);
* Function: void setMasterVolume(int dwVolume);
*
* Description: Setta il volume generale
* Description: Set the general volume
*
* Input: int dwVolume Volume da settare (0-63)
* Input: int dwVolume Volume to set (0-63)
*
\****************************************************************************/
@ -160,14 +144,14 @@ void FPSound::setMasterVolume(int dwVolume) {
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, CLIP<int>(dwVolume, 0, 63) * Audio::Mixer::kMaxChannelVolume / 63);
}
/****************************************************************************\
*
* Function: void GetMasterVolume(int *lpdwVolume);
* Function: void getMasterVolume(int *lpdwVolume);
*
* Description: Richiede il volume generale
* Description: Get the general volume
*
* Input: int *lpdwVolume Variabile che conterra' il volume (0-63)
* Input: int *lpdwVolume Variable that will contain the
* volume (0-63)
*
\****************************************************************************/
@ -178,17 +162,16 @@ void FPSound::getMasterVolume(int *lpdwVolume) {
*lpdwVolume = g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kPlainSoundType) * 63 / Audio::Mixer::kMaxChannelVolume;
}
/****************************************************************************\
* Metodi di FPSfx
* Methods for FPSfx
\****************************************************************************/
/****************************************************************************\
*
* Function: FPSfx(bool bSoundOn);
*
* Description: Costruttore di default. *NON* bisogna dichiarare direttamente
* un oggetto, ma crearlo piuttosto tramite FPSound::CreateSfx()
* Description: Default constructor. Do *NOT* declare an object directly,
* but rather create it using FPSound::CreateSfx()
*
\****************************************************************************/
@ -210,9 +193,8 @@ FPSfx::FPSfx(bool bSoundOn) {
*
* Function: ~FPSfx();
*
* Description: Distruttore di default. Si preoccupa anche di fermare il sound
* effect eventualmente in esecuzione, e disallocare la memoria
* da esso occupata.
* Description: Default Destructor. It is also stops the sound effect that
* may be currently played, and free the memory it uses.
*
\****************************************************************************/
@ -233,17 +215,15 @@ FPSfx::~FPSfx() {
// CloseHandle(hEndOfBuffer);
}
/****************************************************************************\
*
* Function: Release();
* Function: release();
*
* Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando
* l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato
* creato con la FPSound::CreateStream().
* Description: Releases the memory used by the object.
* Must be called when the object is no longer used and
* **ONLY** if the object was created by FPSound::CreateStream()
*
* Note: Eventuali puntatori all'oggetto non sono piu' validi dopo
* questa chiamata.
* Note: Object pointers are no longer valid after this call.
*
\****************************************************************************/
@ -251,19 +231,16 @@ void FPSfx::release() {
delete this;
}
/****************************************************************************\
*
* Function: bool loadWave(Common::SeekableReadStream *stream);
*
* Description: Apre un file di effetto sonoro e lo carica.
* Description: Opens a file and loads a sound effect.
*
* Input: byte *lpBuf Buffer dove si trova l'sfx
* uint32 dwCoded CODEC da utilizzare per decomprimere
* i campioni sonori
* Input: byte *lpBuf Buffer containing the Sfx
* uint32 dwCodec CODEC used to uncompress the samples
*
* Return: true se tutto OK, false in caso di errore
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -284,15 +261,14 @@ bool FPSfx::loadWave(Common::SeekableReadStream *stream) {
/****************************************************************************\
*
* Function: bool LoadFile(LPSTR lpszFileName, uint32 dwCodec=FPCODEC_RAW);
* Function: bool LoadFile(const char * lpszFileName, uint32 dwCodec=FPCODEC_RAW);
*
* Description: Apre un file di effetto sonoro e lo carica.
* Description: Opens a file and loads a sound effect.
*
* Input: LPSTR lpszFile Nome del file di sfx da aprire
* uint32 dwCodec CODEC da utilizzare per decomprimere
* i campioni sonori
* Input: LPSTR lpszFile Sfx filename
* uint32 dwCodec CODEC used to uncompress the samples
*
* Return: true se tutto OK, false in caso di errore
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -350,11 +326,11 @@ bool FPSfx::loadFile(const char *lpszFileName, uint32 dwCodec) {
/****************************************************************************\
*
* Function: bool Play();
* Function: bool play();
*
* Description: Suona lo sfx caricato.
* Description: Play the Sfx in memory.
*
* Return: true se tutto OK, false in caso di errore.
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -392,11 +368,11 @@ bool FPSfx::play() {
/****************************************************************************\
*
* Function: bool Stop(void);
* Function: bool stop(void);
*
* Description: Ferma il play dello sfx.
* Description: Stop an sfx.
*
* Return: true se tutto OK, false in caso di errore.
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -413,17 +389,15 @@ bool FPSfx::stop() {
/****************************************************************************\
*
* Function: bool SetLoop(bool bLoop);
* Function: bool setLoop(bool bLoop);
*
* Description: Attiva o disattiva il loop dello sfx.
* Description: Enables or disables the Sfx loop.
*
* Input: bool bLoop true per attivare il loop, false per
* disattivarlo
* Input: bool bLoop True to enable the loop, False to disable
*
* Note: Il loop deve essere attivato PRIMA di eseguire il play
* dello sfx. Qualsiasi modifica effettuata durante il play
* non avra' effetto fino a che lo sfx non viene fermato,
* e poi rimesso in play.
* Note: The loop must be activated BEFORE the sfx starts playing.
* Any changes made during the play will have no effect until
* the sfx is stopped then played again.
*
\****************************************************************************/
@ -440,14 +414,13 @@ void FPSfx::pause(bool bPause) {
}
}
/****************************************************************************\
*
* Function: void SetVolume(int dwVolume);
* Function: void setVolume(int dwVolume);
*
* Description: Cambia il volume dello sfx
* Description: Change the volume of Sfx
*
* Input: int dwVolume Volume da settare (0-63)
* Input: int dwVolume Volume to be set (0-63)
*
\****************************************************************************/
@ -486,10 +459,9 @@ void FPSfx::setVolume(int dwVolume) {
*
* Function: void GetVolume(int *lpdwVolume);
*
* Description: Chiede il volume dello sfx
* Description: Gets the Sfx volume
*
* Input: int *lpdwVolume Variabile in cui verra' inserito
* il volume corrente
* Input: int *lpdwVolume Will contain the current Sfx volume
*
\****************************************************************************/
@ -534,15 +506,15 @@ void FPSfx::soundCheckProcess(CORO_PARAM, const void *param) {
}
/****************************************************************************\
* Metodi di FPStream
* Methods for FPStream
\****************************************************************************/
/****************************************************************************\
*
* Function: FPStream(LPDIRECTSOUND lpDS, bool bSoundOn);
*
* Description: Costruttore di default. *NON* bisogna dichiarare direttamente
* un oggetto, ma crearlo piuttosto tramite FPSound::CreateStream()
* Description: Default constructor. Do *NOT* declare an object directly,
* but rather create it using FPSound::CreateStream()
*
\****************************************************************************/
@ -571,11 +543,10 @@ bool FPStream::createBuffer(int nBufSize) {
if (bSoundSupported == false)
return true;
/* Setta le strutture necessarie per la creazione di un secondary buffer
per lo stream lungo esattamente 1 secondo di musica. Attiviamo inoltre
il controllo del volume, in modo da poter abbassare e alzare il volume
della musica indipendentemente da quello generale. Ovviamente si tratta
di un buffer in RAM */
/* Set the required structures for the creation of a secondary buffer for the stream containing exactly 1 second of music.
Also activate the volume control, in order to lower and raise the volume of the music regardless of the general volume.
Obviously it is a buffer in RAM */
pcmwf.wBitsPerSample = 16;
pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.wf.nChannels = 2;
@ -597,9 +568,9 @@ bool FPStream::createBuffer(int nBufSize) {
SetVolume(63);
/* Crea il notify per avvertire quando vengono raggiunte le posizioni chiave
all'interno dello stream. Le posizioni chiave si trovano rispettivamente
subito dopo l'inizio e subito dopo la meta' del buffer */
/* Create an alert when key positions are reached in the stream.
Key positions are located, respectively, immediately after
the start and immediately after the middle of the buffer */
err = lpDSBuffer->QueryInterface(IID_IDirectSoundNotify, (void **)&lpDSNotify);
if (FAILED(err)) {
@ -633,8 +604,7 @@ bool FPStream::createBuffer(int nBufSize) {
*
* Function: ~FPStream();
*
* Description: Distruttore di default. Richiama anche la CloseFile() se ce
* ne e' bisogno.
* Description: Default destructor. It calls CloseFile() if needed.
*
\****************************************************************************/
@ -681,14 +651,13 @@ FPStream::~FPStream() {
/****************************************************************************\
*
* Function: Release();
* Function: release();
*
* Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando
* l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato
* creato con la FPSound::CreateStream().
* Description: Releases the memory object. Must be called when the object
* is no longer used and **ONLY** if the object was created by
* FPSound::CreateStream().
*
* Note: Eventuali puntatori all'oggetto non sono piu' validi dopo
* questa chiamata.
* Note: Object pointers are no longer valid after this call.
*
\****************************************************************************/
@ -700,15 +669,14 @@ void FPStream::release() {
/****************************************************************************\
*
* Function: bool LoadFile(LPSTREAM lpszFileName, uint32 dwCodec=FPCODEC_RAW);
* Function: bool loadFile(const char *lpszFileName, uint32 dwCodec=FPCODEC_RAW);
*
* Description: Apre un file di stream.
* Description: Opens a file stream.
*
* Input: LPSTR lpszFile Nome del file di stream da aprire
* uint32 dwCodec CODEC da utilizzare per decomprimere
* i campioni sonori
* Input: LPSTR lpszFile Filename to be opened
* uint32 dwCodec CODEC to be used to uncompress samples
*
* Return: true se tutto OK, false in caso di errore
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -749,14 +717,13 @@ return true;
/****************************************************************************\
*
* Function: UnloadFile();
* Function: unloadFile();
*
* Description: Chiude un file di stream eventualmente aperto. E' necessario
* richiamare questa funzione per disallocare la memoria
* occupata dallo stream.
* Description: Closes a file stream (opened or not). It is necessary to call
* this function to free the memory used by the stream.
*
* Return: Il distruttore della classe per sicurezza richiama la
* UnloadFile() se non e' stata richiamata esplicitamente.
* Return: For safety, the destructor calls unloadFile() if it has not
* been mentioned explicitly.
*
\****************************************************************************/
@ -766,13 +733,13 @@ bool FPStream::unloadFile() {
if (!bSoundSupported || !bFileLoaded)
return true;
/* Chiude gli handle del file di stream */
/* Closes the file handle stream */
_file.close();
RELEASE(lpDSNotify);
RELEASE(lpDSBuffer);
/* Si ricorda che non c'e' piu' nessun file in memoria */
/* Remember no more file is loaded in memory */
bFileLoaded = false;
#endif
return true;
@ -782,9 +749,9 @@ bool FPStream::unloadFile() {
*
* Function: bool Play();
*
* Description: Suona lo stream caricato.
* Description: Play the stream.
*
* Return: true se tutto OK, false in caso di errore.
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -798,7 +765,7 @@ void FPStream::prefetch(void) {
if (!bSoundSupported || !bFileLoaded)
return;
/* Alloca un buffer temporaneo */
/* Allocates a temporary buffer */
lpTempBuffer = (byte *)GlobalAlloc(GMEM_FIXED | GMEM_ZEROINIT, dwBufferSize / 2);
if (lpTempBuffer == NULL)
return;
@ -816,27 +783,27 @@ void FPStream::prefetch(void) {
return;
}
/* Posiziona lo stream file all'inizio */
/* reset the file position */
_file.seek(0);
/* Riempie il buffer per avere i dati gia' pronti */
/* Fills the buffer for the data already ready */
if ((err = lpDSBuffer->Lock(0, dwBufferSize / 2, &lpBuf, (uint32 *)&dwHi, NULL, NULL, 0)) != DS_OK) {
MessageBox(hwnd, "Cannot lock stream buffer!", "soundLoadStream()", MB_OK);
return;
}
/* Decomprime i dati dello stream direttamente dentro il buffer lockato */
/* Uncompress the data from the stream directly into the locked buffer */
lpCodec->Decompress(hFile, lpBuf, dwBufferSize / 2);
/* Unlocka il buffer */
/* Unlock the buffer */
lpDSBuffer->Unlock(lpBuf, dwBufferSize / 2, NULL, NULL);
/* Crea il thread che fa il play dello stream */
/* Create a thread to play the stream */
hThreadEnd = CreateEvent(NULL, false, false, NULL);
hPlayThread = CreateThread(NULL, 10240, (LPTHREAD_START_ROUTINE)PlayThread, (void *)this, 0, &dwId);
SetThreadPriority(hPlayThread, THREAD_PRIORITY_HIGHEST);
/* Start il play del buffer DirectSound */
/* Start to play the buffer */
lpDSBuffer->SetCurrentPosition(0);
bIsPlaying = true;
@ -888,7 +855,7 @@ bool FPStream::play() {
if (!bSoundSupported || !bFileLoaded)
return false;
/* Alloca un buffer temporaneo */
/* Allocate a temporary buffer */
lpTempBuffer = (byte *)GlobalAlloc(GMEM_FIXED | GMEM_ZEROINIT, dwBufferSize / 2);
if (lpTempBuffer == NULL)
return false;
@ -906,23 +873,23 @@ bool FPStream::play() {
return false;
}
/* Posiziona lo stream file all'inizio */
/* Reset the file position */
_file.seek(0);
lpDSBuffer->Stop();
lpDSBuffer->SetCurrentPosition(0);
/* Riempie il buffer per avere i dati gia' pronti */
/* Fills the buffer for the data already ready */
if ((err = lpDSBuffer->Lock(0, dwBufferSize / 2, &lpBuf, (uint32 *)&dwHi, NULL, NULL, 0)) != DS_OK) {
error("Cannot lock stream buffer!", "soundLoadStream()");
}
/* Decomprime i dati dello stream direttamente dentro il buffer lockato */
/* Uncompress the data from the stream directly into the locked buffer */
lpCodec->Decompress(hFile, lpBuf, dwBufferSize / 2);
/* Unlocka il buffer */
/* Unlock the buffer */
lpDSBuffer->Unlock(lpBuf, dwBufferSize / 2, NULL, NULL);
/* Crea il thread che fa il play dello stream */
/* Create a thread to play the stream */
hThreadEnd = CreateEvent(NULL, false, false, NULL);
hPlayThread = CreateThread(NULL, 10240, (LPTHREAD_START_ROUTINE)PlayThread, (void *)this, 0, &dwId);
SetThreadPriority(hPlayThread, THREAD_PRIORITY_HIGHEST);
@ -930,7 +897,7 @@ bool FPStream::play() {
SetEvent(hPlayThread_PlayFast);
#if 0
/* Start il play del buffer DirectSound */
/* Start to play the buffer */
lpDSBuffer->SetCurrentPosition(0);
dspnHot[0].dwOffset = 32;
@ -958,11 +925,11 @@ bool FPStream::play() {
/****************************************************************************\
*
* Function: bool Stop(bool bSync);
* Function: bool stop(bool bSync);
*
* Description: Ferma il play dello stream.
* Description: Closes the stream.
*
* Return: true se tutto OK, false in caso di errore.
* Return: True is everything is OK, False otherwise
*
\****************************************************************************/
@ -984,19 +951,19 @@ bool FPStream::stop(bool bSync) {
// lpDSBuffer->Play(0, 0, 0);
return true;
} else {
/* Ferma il buffer DirectSound */
/* Close the DirectSound buffer */
lpDSBuffer->Stop();
/* Avverte il thread che deve uscire e aspetta che si chiuda */
/* Notify the thread is should stop */
SetEvent(hThreadEnd);
WaitForSingleObject(hPlayThread, CORO_INFINITE);
/* Chiude l'handle del thread e disalloca la memoria temporanea */
/* Closes the handle used by the stream and free its memory */
CloseHandle(hPlayThread);
CloseHandle(hThreadEnd);
GlobalFree(lpTempBuffer);
/* Disalloca e chiude il CODEC */
/* Close and free the CODEC */
delete lpCodec;
bIsPlaying = false;
@ -1027,12 +994,12 @@ void FPStream::waitForSync(FPStream *toplay) {
WaitForSingleObject(hPlayThread, CORO_INFINITE);
/* Chiude l'handle del thread e disalloca la memoria temporanea */
/* Closes the handle used by the stream and free its memory */
CloseHandle(hPlayThread);
CloseHandle(hThreadEnd);
GlobalFree(lpTempBuffer);
/* Disalloca e chiude il CODEC */
/* Close and free the CODEC */
delete lpCodec;
#endif
_bIsPlaying = false;
@ -1042,7 +1009,7 @@ void FPStream::waitForSync(FPStream *toplay) {
*
* Function: void FPStream::PlayThread();
*
* Description: Thread che si occupa del play dello stream
* Description: Thread playing the stream
*
\****************************************************************************/
@ -1057,7 +1024,7 @@ void FPStream::playThread(FPStream *This) {
bool bPrecache;
char buf[1024];
/* Eventi che segnalano quando bisogna eseguire qualcosa */
/* Events that signal when you need to do something */
HANDLE hList[5] = { This->hThreadEnd, This->hHot1, This->hHot2, This->hHot3, This->hPlayThread_PlayFast };
bPrecache = true;
@ -1069,7 +1036,7 @@ void FPStream::playThread(FPStream *This) {
break;
}
/* Decomprime i dati che stanno per essere scritti dentro il buffer temporaneo */
/* Uncompresses the data being written into the temporary buffer */
if (This->lastVolume == 0)
ZeroMemory(This->lpTempBuffer, This->dwBufferSize / 2);
else if (bPrecache)
@ -1077,8 +1044,7 @@ void FPStream::playThread(FPStream *This) {
bPrecache = false;
/* Attende il set di un evento. Dato che sono tutti in automatic reset,
non c'e' bisogno di resettarlo dopo */
/* Waits for an event. Since they are all in automatic reset, there is no need to reset it after */
// uint32 dwBufStatus;
// This->lpDSBuffer->GetStatus(&dwBufStatus);
@ -1093,15 +1059,15 @@ void FPStream::playThread(FPStream *This) {
sprintf(buf, "CP Play: %u, Write: %u\n", dwPlay, dwWrite);
warning(buf); */
/* Fa uno switch per stabilire quale evento e' stato settato */
/* Make a switch to determine which event has been set */
switch (dwResult - WAIT_OBJECT_0) {
case 0:
/* Bisogna uscire dal thread */
/* Must leave the thread */
cicla = false;
break;
case 1:
/* Bisogna riempire la seconda meta' del buffer */
/* Must fill the second half of the buffer */
// if (dwPlay >= This->dspnHot[0].dwOffset && dwPlay <= This->dspnHot[0].dwOffset+1024 )
{
// sprintf(buf, "Prima metà buffer: %x\n", This->lpDSBuffer);
@ -1116,7 +1082,7 @@ void FPStream::playThread(FPStream *This) {
break;
case 2:
/* Bisogna riempire la prima meta' del buffer */
/* Must fill the first half of the buffer */
// if (dwPlay >= This->dspnHot[1].dwOffset && dwPlay <= This->dspnHot[1].dwOffset+1024 )
{
// sprintf(buf, "Seconda metà buffer: %x\n", This->lpDSBuffer);
@ -1151,7 +1117,7 @@ void FPStream::playThread(FPStream *This) {
}
}
/* Ferma il buffer DirectSound */
/* Close the DirectSound buffer */
// sprintf(buf, "Exiting thread. Buffer = %x, MyThread = 0x%x\n", This->lpDSBuffer, GetCurrentThreadId());
// warning(buf);
This->lpDSBuffer->Stop();
@ -1163,17 +1129,15 @@ void FPStream::playThread(FPStream *This) {
/****************************************************************************\
*
* Function: bool SetLoop(bool bLoop);
* Function: bool setLoop(bool bLoop);
*
* Description: Attiva o disattiva il loop dello stream.
* Description: Unables or disables stream loop.
*
* Input: bool bLoop true per attivare il loop, false per
* disattivarlo
* Input: bool bLoop True enable loop, False disables it
*
* Note: Il loop deve essere attivato PRIMA di eseguire il play
* dello stream. Qualsiasi modifica effettuata durante il play
* non avra' effetto fino a che lo stream non viene fermato,
* e poi rimesso in play.
* Note: The loop must be activated BEFORE the stream starts playing.
* Any changes made during the play will have no effect until
* the stream is stopped then played again.
*
\****************************************************************************/
@ -1208,8 +1172,7 @@ void FPStream::pause(bool bPause) {
bIsPlaying = true;
bPaused = false;
// Trucchetto per risettare il volume secondo le
// possibili nuove configurazioni sonore
// Trick to reset the volume after a possible new sound configuration
SetVolume(lastVolume);
}
}
@ -1221,9 +1184,9 @@ void FPStream::pause(bool bPause) {
*
* Function: void SetVolume(int dwVolume);
*
* Description: Cambia il volume dello stream
* Description: Change the volume of the stream
*
* Input: int dwVolume Volume da settare (0-63)
* Input: int dwVolume Volume to be set (0-63)
*
\****************************************************************************/
@ -1245,16 +1208,14 @@ void FPStream::setVolume(int dwVolume) {
#endif
}
/****************************************************************************\
*
* Function: void GetVolume(int *lpdwVolume);
*
* Description: Chiede il volume dello stream
* Description: Gets the vgolume of the stream
*
* Input: int *lpdwVolume Variabile in cui verra' inserito
* il volume corrente
* Input: int *lpdwVolume Variable that will contain the
* current volume
*
\****************************************************************************/