_sound.push_back(sound);
}
- for (i = 0; i < _sound.size(); i++ ) {
+ for (i = 0; i < (int)_sound.size(); i++ ) {
_sound[i]->init();
}
}
void
FGFX::update (int dt)
{
- for (int i = 0; i < _sound.size(); i++ )
+ for (unsigned int i = 0; i < _sound.size(); i++ )
_sound[i]->update(dt);
}
};
FGSound::FGSound(const SGPropertyNode * node)
- : _name(""),
+ : _node(node),
_sample(NULL),
- _factor(1.0),
_active(false),
_mode(FGSound::ONCE),
_type(FGSound::LEVEL),
- _node(node)
+ _name(""),
+ _factor(1.0)
{
}
//
// set volume properties
//
- int i;
+ unsigned int i;
float v = 0.0;
vector<const SGPropertyNode *> kids = _node->getChildren("volume");
for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {