From ef16d989e66c7f4772c1fce1cd51457970241a55 Mon Sep 17 00:00:00 2001 From: Josh Soref <2119212+jsoref@users.noreply.github.com> Date: Wed, 18 Jan 2023 08:34:29 -0500 Subject: [PATCH] spelling: automatically Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com> --- includes/irrKlang/ik_ESoundEngineOptions.h | 6 +++--- includes/irrKlang/ik_ISoundEngine.h | 10 +++++----- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/includes/irrKlang/ik_ESoundEngineOptions.h b/includes/irrKlang/ik_ESoundEngineOptions.h index df65607..140ebe8 100644 --- a/includes/irrKlang/ik_ESoundEngineOptions.h +++ b/includes/irrKlang/ik_ESoundEngineOptions.h @@ -16,7 +16,7 @@ namespace irrklang { //! If specified (default), it will make irrKlang run in a separate thread. /** Using this flag, irrKlang will update - all streams, sounds, 3d positions and whatever automaticly. You also don't need to call ISoundEngine::update() + all streams, sounds, 3d positions and whatever automatically. You also don't need to call ISoundEngine::update() if irrKlang is running multithreaded. However, if you want to run irrKlang in the same thread as your application (for easier debugging for example), don't set this. But you need to call ISoundEngine::update() as often as you can (at least about 2-3 times per second) to make irrKlang update everything correctly then. */ @@ -26,7 +26,7 @@ namespace irrklang /** This will only work when irrKlang is using the DirectSound output driver. */ ESEO_MUTE_IF_NOT_FOCUSED = 0x02, - //! Automaticly loads external plugins when starting up. + //! Automatically loads external plugins when starting up. /** Plugins usually are .dll, .so or .dylib files named for example ikpMP3.dll (= short for irrKlangPluginMP3) which are executed after the startup of the sound engine and modify it for example to make it possible @@ -60,7 +60,7 @@ namespace irrklang physically correct. Note that this option may not work when used together with the ESEO_USE_3D_BUFFERS option when using Direct3D for example, irrKlang will then turn off ESEO_USE_3D_BUFFERS - automaticly to be able to use this option and write out a warning. */ + automatically to be able to use this option and write out a warning. */ ESEO_LINEAR_ROLLOFF = 0x40, //! Default parameters when starting up the engine. diff --git a/includes/irrKlang/ik_ISoundEngine.h b/includes/irrKlang/ik_ISoundEngine.h index bc56411..cdb3dd5 100644 --- a/includes/irrKlang/ik_ISoundEngine.h +++ b/includes/irrKlang/ik_ISoundEngine.h @@ -35,7 +35,7 @@ namespace irrklang //! loads a sound source (if not loaded already) from a file and plays it. /** \param sourceFileName Filename of sound, like "sounds/test.wav" or "foobar.ogg". \param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to - ISound have no effect after such a non looped sound has been stopped automaticly. + ISound have no effect after such a non looped sound has been stopped automatically. \param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to modify some of the sound parameters and then call ISound::setPaused(false); @@ -66,7 +66,7 @@ namespace irrklang \param source The sound source, specifiying sound file source and default settings for this file. Use the other ISoundEngine::play2D() overloads if you want to specify a filename string instead of this. \param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to - ISound have no effect after such a non looped sound has been stopped automaticly. + ISound have no effect after such a non looped sound has been stopped automatically. \param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to modify some of the sound parameters and then call ISound::setPaused(false); @@ -92,7 +92,7 @@ namespace irrklang \param sourceFileName Filename of sound, like "sounds/test.wav" or "foobar.ogg". \param pos Position of the 3D sound. \param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to - ISound have no effect after such a non looped sound has been stopped automaticly. + ISound have no effect after such a non looped sound has been stopped automatically. \param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to modify some of the sound parameters and then call ISound::setPaused(false); @@ -124,7 +124,7 @@ namespace irrklang Use the other ISoundEngine::play2D() overloads if you want to specify a filename string instead of this. \param pos Position of the 3D sound. \param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to - ISound have no effect after such a non looped sound has been stopped automaticly. + ISound have no effect after such a non looped sound has been stopped automatically. \param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to modify some of the sound parameters and then call ISound::setPaused(false); @@ -291,7 +291,7 @@ namespace irrklang /** This updates the 3d positions of the sounds as well as their volumes, effects, streams and other stuff. Call this several times per frame (the more the better) if you specified irrKlang to run single threaded. Otherwise it is not necessary to use this method. - This method is being called by the scene manager automaticly if you are using one, so + This method is being called by the scene manager automatically if you are using one, so you might want to ignore this. */ virtual void update() = 0;