#include <simgear/compiler.h>
-#include STL_STRING
+#include <string>
#include <simgear/debug/logstream.hxx>
#include <simgear/structure/SGReferenced.hxx>
#define USE_OPEN_AL_DOPPLER_WITH_FIXED_LISTENER better than nothing
#endif
#else
-//the Open_AL Doppler calculation seem to be buggy on windows
+ // the Open_AL Doppler calculation seems to be buggy on windows
#define USE_SOFTWARE_DOPPLER seem to be necessary
#endif
-SG_USING_STD(string);
+using std::string;
/**
* manages everything we need to know for an individual sound sample
should usually be true unless you want to manipulate the data
later.)
*/
- SGSoundSample( const char *path, const char *file , bool no_Doppler_effect = true );
+ SGSoundSample( const char *path, const char *file, bool no_Doppler_effect = true );
/**
* Constructor.
should usually be true unless you want to manipulate the data
later.)
*/
- SGSoundSample( unsigned char *_data, int len, int _freq , bool no_Doppler_effect = true );
+ SGSoundSample( unsigned char *_data, int len, int _freq, bool no_Doppler_effect = true );
~SGSoundSample();
/**
* Start playing this sample.
*
- * @param _loop Define wether the sound should be played in a loop.
+ * @param _loop Define whether the sound should be played in a loop.
*/
void play( bool _loop );
inline void play_looped() { play(true); }
/**
- * Test if a sample is curretnly playing.
+ * Test if a sample is currently playing.
* @return true if is is playing, false otherwise.
*/
bool is_playing( );
/**
* Set velocity of sound source (uses same coordinate system as opengl)
*/
- void set_source_vel( ALfloat *vel , ALfloat *listener_vel );
+ void set_source_vel( ALfloat *vel, ALfloat *listener_vel );
/**
/**
- * Set maximume distance of sound (the distance where the sound is
+ * Set maximum distance of sound (the distance where the sound is
* no longer audible.
*/
void set_max_dist( ALfloat dist );