/**
* 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 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 );
}
/**
- * set the positions of all managaged sound sources
+ * set the positions of all managed sound sources
*/
void set_source_pos_all( ALfloat *pos );
/**
- * set the velocities of all managaged sound sources
+ * set the velocities of all managed sound sources
*/
void set_source_vel_all( ALfloat *pos );
};
/**
* Initialize the sound event.
*
- * Prior to initialization of the sound event the propgrams property root
+ * Prior to initialization of the sound event the program's property root
* has to be defined, the sound configuration XML tree has to be loaded
* and a sound manager class has to be defined.
*
* A sound configuration file would look like this:
* <fx>
* <event_name>
- * <name/> Define the name of the event. For refference only.
+ * <name/> Define the name of the event. For reference only.
* <mode/> Either:
* looped: play this sound looped.
* in-transit: play looped while the event is happening.
* <condition/> Take action if this condition becomes true.
* <delay-sec/> Time after which the sound should be played.
* <volume> or <pitch> Define volume or pitch settings.
- * <property/> Take the value of this property as a refference for the
+ * <property/> Take the value of this property as a reference for the
* result.
* <internal/> Either:
* dt_start: the time elapsed since this sound is playing.
const string &);
/**
- * Check wheter an event has happened and if action has to be taken.
+ * Check whether an event has happened and if action has to be taken.
*/
virtual void update (double dt);
double _dt_stop;
double _delay; // time after which the sound should be started (default: 0)
double _stopping; // time after the sound should have stopped.
- // This is usefull for lost packets in in-trasit mode.
+ // This is useful for lost packets in in-transit mode.
std::vector<_snd_prop> _volume;
std::vector<_snd_prop> _pitch;