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12 Commits

Author SHA1 Message Date
bd74de2226 Missed one of these
(cherry picked from commit 7b48da6cb2)
2021-01-28 17:01:39 -07:00
d05bc8e0c1 Fix for a guaranteed infinite recursive call bug
(cherry picked from commit 749ee03661)
2021-01-28 16:59:24 -07:00
4320674bd8 Fix some more conformance difference related errors/warnings
(cherry picked [partial] from commit 37a87f3b54)
2021-01-28 16:57:01 -07:00
329b0b2897 Fix some conformance-based compiler warnings
(cherry picked from commit 3a57088bcf)
2021-01-28 16:50:16 -07:00
e43d316e7b Fix API difference for newer versions of python
(cherry picked from commit 3e95f4fe5a)
2021-01-28 16:48:49 -07:00
3cbf675476 Missed some "ref macro" uses
(cherry picked from commit c8cee29c78)
2021-01-28 16:42:30 -07:00
8b7a955d9b Remove useless ref macro, since it conflicts with VS2010's libraries.
The compiler warnings will have to be cleaned up later (without the use of a silly macro)

(cherry picked from commit 4218993bf5)
2021-01-28 16:35:36 -07:00
951011d903 Fix a few issues with more strict modern compilers
(cherry picked from commit ecb7d8b566)
2021-01-28 16:04:43 -07:00
f8b18a19cb Merge branch 'rarified/huru-merge-work/code-cleanup' into rarified/huru-merge
First stage in code cleanup to match H'uru directory layout
- Move MOULOpenSourceClientPlugin/Plasma20 contents to top level
- Replace CRLF line endings in text files to LF
- Move MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects to MSVC19Projects
2021-01-28 14:19:38 -07:00
229c60fd32 Remove .gitattributes until reorganization complete; CRLF breakage 2021-01-28 14:18:19 -07:00
a553708b5b Change all CRLF-text files to LF-text files
to match H'uru for patching
2021-01-28 12:08:00 -07:00
6ae3df25f5 Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
2021-01-28 12:04:34 -07:00
3652 changed files with 1654 additions and 2089 deletions

81
.gitattributes vendored
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# .gitattributes snippet to force users to use same line endings for project.
#
# Handle line endings automatically for files detected as text
# and leave all files detected as binary untouched.
* text=auto
#
# The above will handle all files NOT found below
# https://help.github.com/articles/dealing-with-line-endings/
# https://github.com/Danimoth/gitattributes/blob/master/Web.gitattributes
# These files are text and should be normalized (Convert crlf => lf)
*.php text
*.css text
*.js text
*.json text
*.htm text
*.html text
*.xml text
*.txt text
*.ini text
*.inc text
*.pl text
*.rb text
*.py text
*.scm text
*.sql text
.htaccess text
*.sh text
# These files are binary and should be left untouched
# (binary is a macro for -text -diff)
*.7z binary
*.bin binary
*.bmp binary
*.bsc binary
*.chi binary
*.chm binary
*.dat binary
*.db binary
*.db-wal binary
*.dll binary
*.efx binary
*.exe binary
*.exp binary
*.fla binary
*.flv binary
*.gif binary
*.gz binary
*.ico binary
*.idb binary
*.ilk binary
*.iobj binary
*.ipdb binary
*.jpeg binary
*.jpg binary
*.lib binary
*.mov binary
*.mp3 binary
*.mp4 binary
*.mui binary
*.ncb binary
*.obj binary
*.ogg binary
*.pdf binary
*.png binary
*.ppm binary
*.props binary
*.pyc binary
*.pyd binary
*.rs binary
*.sdf binary
*.swf binary
*.ttf binary
*.user binary
*.v10 binary
*.vc6 binary
*.wav binary
*.zip binary

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<META HTTP-EQUIV="Content-Type" CONTENT="text/html;charset=iso-8859-1">
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content="text/html; charset=iso-8859-1" http-equiv=Content-Type>
<META content="MSHTML 5.00.3103.1000" name=GENERATOR>
<STYLE></STYLE>
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<BODY bgColor=#fffbf0>
<DIV><FONT face=Arial size=2>
<H4><A name=_dx_sound_cones_dxaudio></A>Sound Cones</H4>
<P>A sound with no orientation has the same amplitude at a given distance in all
directions. A sound with an orientation is loudest in the direction of
orientation. The model that describes the loudness of the oriented sound is
called a sound cone. Sound cones are made up of an inside (or inner) cone and an
outside (or outer) cone. </P>
<P>At any angle within the inner cone, the volume of the sound is just what it
would be if there were no cone, after taking into account the basic volume of
the buffer, the distance from the listener, the listener's orientation, and so
on. </P>
<P>At any angle outside the outer cone, the normal volume is attenuated by a
factor set by the application. The outside cone volume is expressed in
hundredths of decibels and is a negative value, because it represents
attenuation from the default volume of 0.</P>
<P>Between the inner and outer cones is a zone of transition from the inside
volume to the outside volume. The volume decreases as the angle increases.</P>
<P>The following illustration shows the concept of sound cones.</P>
<P><IMG alt="" border=0
src="http://www.msdn.microsoft.com/library/psdk/directx/dx8_c/hh/directx8_c/images/soundcon.gif"></P>
<P>Every 3-D sound buffer has a sound cone, but by default a buffer behaves like
an omnidirectional sound source, because the outside volume is not attenuated,
and the inside and outside cone angles are 360 degrees. Unless the application
changes these values, the sound does not have any apparent orientation.</P>
<P>Designing sound cones properly can add dramatic effects to your application.
For example, you could position a sound source in the center of a room, setting
its orientation toward an open door in a hallway. Then set the angle of the
inside cone so that it extends to the width of the doorway, make the outside
cone a bit wider, and set the outside cone volume to inaudible. A listener
moving along the hallway will begin to hear the sound only when near the
doorway, and the sound will be loudest as the listener passes in front of the
open door.</P></FONT></DIV></BODY></HTML>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html;charset=iso-8859-1">
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<P>A sound with no orientation has the same amplitude at a given distance in all
directions. A sound with an orientation is loudest in the direction of
orientation. The model that describes the loudness of the oriented sound is
called a sound cone. Sound cones are made up of an inside (or inner) cone and an
outside (or outer) cone. </P>
<P>At any angle within the inner cone, the volume of the sound is just what it
would be if there were no cone, after taking into account the basic volume of
the buffer, the distance from the listener, the listener's orientation, and so
on. </P>
<P>At any angle outside the outer cone, the normal volume is attenuated by a
factor set by the application. The outside cone volume is expressed in
hundredths of decibels and is a negative value, because it represents
attenuation from the default volume of 0.</P>
<P>Between the inner and outer cones is a zone of transition from the inside
volume to the outside volume. The volume decreases as the angle increases.</P>
<P>The following illustration shows the concept of sound cones.</P>
<P><IMG alt="" border=0
src="http://www.msdn.microsoft.com/library/psdk/directx/dx8_c/hh/directx8_c/images/soundcon.gif"></P>
<P>Every 3-D sound buffer has a sound cone, but by default a buffer behaves like
an omnidirectional sound source, because the outside volume is not attenuated,
and the inside and outside cone angles are 360 degrees. Unless the application
changes these values, the sound does not have any apparent orientation.</P>
<P>Designing sound cones properly can add dramatic effects to your application.
For example, you could position a sound source in the center of a room, setting
its orientation toward an open door in a hallway. Then set the angle of the
inside cone so that it extends to the width of the doorway, make the outside
cone a bit wider, and set the outside cone volume to inaudible. A listener
moving along the hallway will begin to hear the sound only when near the
doorway, and the sound will be loudest as the listener passes in front of the
open door.</P></FONT></DIV></BODY></HTML>

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