ref: 06dfd81d3b81142161dc8d1f1f163581ce94e48f
parent: 738da515a5004b555553e95e0fe9af2317badf36
author: Jonathan Dowland <[email protected]>
date: Fri Jun 12 14:54:18 EDT 2015
remove trailing whitespace
--- a/src/doom/s_sound.c
+++ b/src/doom/s_sound.c
@@ -46,7 +46,7 @@
// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
-// In the source code release: (160*FRACUNIT). Changed back to the
+// In the source code release: (160*FRACUNIT). Changed back to the
// Vanilla value of 200 (why was this changed?)
#define S_CLOSE_DIST (200 * FRACUNIT)
@@ -73,7 +73,7 @@
// handle of the sound being played
int handle;
-
+
} channel_t;
// The set of channels available
@@ -85,7 +85,7 @@
int sfxVolume = 8;
-// Maximum volume of music.
+// Maximum volume of music.
int musicVolume = 8;
@@ -95,7 +95,7 @@
// Whether songs are mus_paused
-static boolean mus_paused;
+static boolean mus_paused;
// Music currently being played
@@ -112,7 +112,7 @@
//
void S_Init(int sfxVolume, int musicVolume)
-{
+{
int i;
I_SetOPLDriverVer(opl_v_new);
@@ -237,10 +237,10 @@
{
mnum = spmus[gamemap-1];
}
- }
+ }
S_ChangeMusic(mnum, true);
-}
+}
void S_StopSound(mobj_t *origin)
{
@@ -265,7 +265,7 @@
{
// channel number to use
int cnum;
-
+
channel_t* c;
// Find an open channel
@@ -296,7 +296,7 @@
if (cnum == snd_channels)
{
- // FUCK! No lower priority. Sorry, Charlie.
+ // FUCK! No lower priority. Sorry, Charlie.
return -1;
}
else
@@ -337,12 +337,12 @@
// From _GG1_ p.428. Appox. eucledian distance fast.
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
-
+
if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
{
return 0;
}
-
+
// angle of source to listener
angle = R_PointToAngle2(listener->x,
listener->y,
@@ -384,9 +384,9 @@
// distance effect
*vol = (snd_SfxVolume
* ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
+ / S_ATTENUATOR;
}
-
+
return (*vol > 0);
}
@@ -475,7 +475,7 @@
}
channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
-}
+}
//
// Stop and resume music, during game PAUSE.
@@ -549,7 +549,7 @@
c->origin,
&volume,
&sep);
-
+
if (!audible)
{
S_StopChannel(cnum);
@@ -576,7 +576,7 @@
{
I_Error("Attempt to set music volume at %d",
volume);
- }
+ }
I_SetMusicVolume(volume);
}