yvt c37a013157 clang-format AngleScript source files
Unsurprisingly it doesn't support AngelScript, so the Java language mode
is used instead. The overall result seems good, but there's one problem:
Long statements starting with `@something = ` (object handle assignment)
are broken after the `@`. To work-around this, I had to set
`ColumnLimit` to `100`.
2019-07-13 23:45:47 +09:00

68 lines
1.9 KiB
ActionScript

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
/** AudioDevice is an interface to the audio device. */
class AudioDevice {
/**
* Loads an audio data from the specified path or load one from
* the cache, if exists.
* @param path file-system path.
*/
AudioChunk @RegisterSound(const string @path) {}
/** Sets a game world map. */
GameMap @GameMap {
set {}
}
/** Plays a sound. */
void Play(AudioChunk @, const Vector3 @origin, const AudioParam @params);
/**
* Plays a sound, with the source position specified in the view
* coordinate space.
*/
void PlayLocal(AudioChunk @, const Vector3 @origin, const AudioParam @params);
/** Plays a non-spatialized sound. */
void PlayLocal(AudioChunk @, const AudioParam @params);
/** Updates the position of the listener. */
void Respatialize(const Vector3 @eye, const Vector3 @frontVector, const Vector3 @upVector);
}
class AudioParam {
/** Linear gain of the sound. */
float volume;
/**
* Playback speed of the sound. Doubling this value makes the sound
* played twice faster.
*/
float pitch;
float referenceDistance;
}
}