mirror of https://github.com/axmolengine/axmol.git
Fix indent of Audio.cpp
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1d4a496aaa
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@ -85,7 +85,7 @@ void Audio::CreateResources()
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// decode the data then we feed it through the XAudio2 pipeline as a separate Mastering Voice, so that we can tag it
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// as Game Media.
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// We default the mastering voice to 2 channels to simplify the reverb logic.
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if(FAILED(m_musicEngine->CreateMasteringVoice(&m_musicMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameMedia)))
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if(FAILED(m_musicEngine->CreateMasteringVoice(&m_musicMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameMedia)))
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{
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m_engineExperiencedCriticalError = true;
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break;
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@ -96,7 +96,7 @@ void Audio::CreateResources()
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// single mastering voice.
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// We are creating an entirely new engine instance and mastering voice in order to tag
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// our sound effects with the audio category AudioCategory_GameEffects.
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if(FAILED(XAudio2Create(&m_soundEffectEngine)))
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if(FAILED(XAudio2Create(&m_soundEffectEngine)))
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{
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m_engineExperiencedCriticalError = true;
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break;
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@ -106,7 +106,7 @@ void Audio::CreateResources()
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m_soundEffectEngine->RegisterForCallbacks(&m_soundEffectEngineCallback);
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// We default the mastering voice to 2 channels to simplify the reverb logic.
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if(FAILED(m_soundEffectEngine->CreateMasteringVoice(&m_soundEffectMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameEffects)))
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if(FAILED(m_soundEffectEngine->CreateMasteringVoice(&m_soundEffectMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameEffects)))
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{
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m_engineExperiencedCriticalError = true;
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break;
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