Fix indent of Audio.cpp

This commit is contained in:
pandamicro 2015-06-23 20:08:00 +08:00
parent 1d4a496aaa
commit 29840df88e
1 changed files with 3 additions and 3 deletions

View File

@ -85,7 +85,7 @@ void Audio::CreateResources()
// decode the data then we feed it through the XAudio2 pipeline as a separate Mastering Voice, so that we can tag it // decode the data then we feed it through the XAudio2 pipeline as a separate Mastering Voice, so that we can tag it
// as Game Media. // as Game Media.
// We default the mastering voice to 2 channels to simplify the reverb logic. // We default the mastering voice to 2 channels to simplify the reverb logic.
if(FAILED(m_musicEngine->CreateMasteringVoice(&m_musicMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameMedia))) if(FAILED(m_musicEngine->CreateMasteringVoice(&m_musicMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameMedia)))
{ {
m_engineExperiencedCriticalError = true; m_engineExperiencedCriticalError = true;
break; break;
@ -96,7 +96,7 @@ void Audio::CreateResources()
// single mastering voice. // single mastering voice.
// We are creating an entirely new engine instance and mastering voice in order to tag // We are creating an entirely new engine instance and mastering voice in order to tag
// our sound effects with the audio category AudioCategory_GameEffects. // our sound effects with the audio category AudioCategory_GameEffects.
if(FAILED(XAudio2Create(&m_soundEffectEngine))) if(FAILED(XAudio2Create(&m_soundEffectEngine)))
{ {
m_engineExperiencedCriticalError = true; m_engineExperiencedCriticalError = true;
break; break;
@ -106,7 +106,7 @@ void Audio::CreateResources()
m_soundEffectEngine->RegisterForCallbacks(&m_soundEffectEngineCallback); m_soundEffectEngine->RegisterForCallbacks(&m_soundEffectEngineCallback);
// We default the mastering voice to 2 channels to simplify the reverb logic. // We default the mastering voice to 2 channels to simplify the reverb logic.
if(FAILED(m_soundEffectEngine->CreateMasteringVoice(&m_soundEffectMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameEffects))) if(FAILED(m_soundEffectEngine->CreateMasteringVoice(&m_soundEffectMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameEffects)))
{ {
m_engineExperiencedCriticalError = true; m_engineExperiencedCriticalError = true;
break; break;