Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changeset 6767


Ignore:
Timestamp:
Apr 20, 2010, 8:31:12 PM (15 years ago)
Author:
youngk
Message:

Added descriptions and missing documentation to the classes I edited last semester. Thanks!

Location:
code/branches/sound5/src/orxonox
Files:
7 edited

Legend:

Unmodified
Added
Removed
  • code/branches/sound5/src/orxonox/MoodManager.h

    r6417 r6767  
    3838namespace orxonox
    3939{
     40    /**
     41     * The MoodManager class enables the game to set different themes, i.e. audio themes, each
     42     * with a set of different audio files. A theme (called mood) is set by the server and applies to
     43     * all clients. Existing moods are currently hard-coded in function checkMoodValidity(). Each mood
     44     * needs to have a folder with its name in "data_extern/audo/ambient/" containing sound files named like
     45     * the ones in mood "default".
     46     */
    4047    class _OrxonoxExport MoodListener : virtual public OrxonoxClass
    4148    {
  • code/branches/sound5/src/orxonox/sound/AmbientSound.cc

    r6733 r6767  
    2323 *      Reto Grieder
    2424 *   Co-authors:
    25  *      ...
     25 *      Kevin Young
    2626 *
    2727 */
  • code/branches/sound5/src/orxonox/sound/AmbientSound.h

    r6674 r6767  
    2222 *   Author:
    2323 *      Reto Grieder
     24 *     
     25 *   Co-authors:
    2426 *      Kevin Young
    25  *   Co-authors:
    26  *      ...
    2727 *
    2828 */
     
    4343{
    4444    /**
    45      * The AmbientSound class is the base class for all sound file loader classes.
    46      * It server as main interface to the OpenAL library.
     45     * The AmbientSound class implements the non-3D sound, i.e. sound files that are used for atmospheric
     46     * highlighting.
     47     * It interfaces with BaseSound and is controllable by MoodManager.
     48     * Ambient sounds are always cross-faded. New sounds are registered and activated/deactivated as needed.
    4749     *
    4850     */
  • code/branches/sound5/src/orxonox/sound/SoundManager.cc

    r6562 r6767  
    2222 *   Author:
    2323 *       Erwin 'vaiursch' Herrsche
     24 *       
     25 *   Co-authors:
    2426 *       Kevin Young
    2527 *       Reto Grieder
    26  *   Co-authors:
    27  *      ...
    2828 *
    2929 */
  • code/branches/sound5/src/orxonox/sound/SoundManager.h

    r6506 r6767  
    2222 *   Author:
    2323 *       Erwin 'vaiursch' Herrsche
     24 *       
     25 *   Co-authors:
    2426 *       Kevin Young
    2527 *       Reto Grieder
    26  *   Co-authors:
    27  *      ...
    2828 */
    2929
  • code/branches/sound5/src/orxonox/weaponsystem/WeaponMode.cc

    r6417 r6767  
    2424 *      Fabian 'x3n' Landau
    2525 *   Co-authors:
    26  *      ...
     26 *      Kevin Young
    2727 *
    2828 */
  • code/branches/sound5/src/orxonox/weaponsystem/WeaponMode.h

    r6417 r6767  
    2424 *      Fabian 'x3n' Landau
    2525 *   Co-authors:
    26  *      ...
     26 *      Kevin Young
    2727 *
    2828 */
     
    4141namespace orxonox
    4242{
     43    /**
     44     * The WeaponMode class enables the developer, amongst other things, to attach a sound file
     45     * to the firing event of a weapon. The default firing sound is chosen by each weapon (ex.
     46     * HsW01), hard-coded for now.
     47     */
    4348    class _OrxonoxExport WeaponMode : public BaseObject
    4449    {
Note: See TracChangeset for help on using the changeset viewer.