[haiku-commits] haiku: hrev43726 - in src/kits/game: . src/kits

  • From: kallisti5@xxxxxxxxxxx
  • To: haiku-commits@xxxxxxxxxxxxx
  • Date: Thu, 9 Feb 2012 00:34:57 +0100 (CET)

hrev43726 adds 2 changesets to branch 'master'
old head: 458166fb30ec5eede2675d3b194881b4c159e6be
new head: 2066acfbc57260cadff12de083adab718248aec9

----------------------------------------------------------------------------

1b6bc26: kits: Some spelling cleanup of common mistyped words
  
  * Little whitespace cleanup
  * No functional change

2066acf: game kit: Style and whitespace cleanup. No functional change.

                          [ Alexander von Gluck IV <kallisti5@xxxxxxxxxxx> ]

----------------------------------------------------------------------------

19 files changed, 567 insertions(+), 497 deletions(-)
src/kits/app/Application.cpp            |    2 +-
src/kits/app/Messenger.cpp              |    4 +-
src/kits/game/FileGameSound.cpp         |  111 ++++++-----
src/kits/game/GSUtility.cpp             |   59 +++---
src/kits/game/GSUtility.h               |   23 ++-
src/kits/game/GameProducer.cpp          |  282 +++++++++++++++------------
src/kits/game/GameSound.cpp             |   37 ++--
src/kits/game/GameSoundBuffer.cpp       |  239 ++++++++++++-----------
src/kits/game/GameSoundDevice.cpp       |   25 ++-
src/kits/game/PushGameSound.cpp         |   71 ++++----
src/kits/game/SimpleGameSound.cpp       |  143 +++++++-------
src/kits/game/StreamingGameSound.cpp    |   48 +++---
src/kits/interface/TextView.cpp         |    2 +-
src/kits/mail/HaikuMailFormatFilter.cpp |    2 +-
src/kits/media/Notifications.cpp        |    2 +-
src/kits/media/OldBufferStreamManager.h |    2 +-
src/kits/shared/DragTrackingFilter.cpp  |    6 +-
src/kits/shared/IconButton.cpp          |    4 +-
src/kits/support/Archivable.cpp         |    2 +-

############################################################################

Commit:      1b6bc2675fe3691538c8764ab016593f3b06ca53
URL:         http://cgit.haiku-os.org/haiku/commit/?id=1b6bc26
Author:      Alexander von Gluck IV <kallisti5@xxxxxxxxxxx>
Date:        Wed Feb  8 22:42:41 2012 UTC

kits: Some spelling cleanup of common mistyped words

* Little whitespace cleanup
* No functional change

----------------------------------------------------------------------------

diff --git a/src/kits/app/Application.cpp b/src/kits/app/Application.cpp
index 41e789c..e28f489 100644
--- a/src/kits/app/Application.cpp
+++ b/src/kits/app/Application.cpp
@@ -402,7 +402,7 @@ BApplication::_InitData(const char *signature, bool 
initGUI, status_t *_error)
                        // TODO: When BLooper::AddMessage() is done, use that 
instead of
                        // PostMessage().
 
-                       DBG(OUT("info: BApplication sucessfully 
registered.\n"));
+                       DBG(OUT("info: BApplication successfully 
registered.\n"));
 
                        if (__libc_argc > 1) {
                                BMessage argvMessage(B_ARGV_RECEIVED);
diff --git a/src/kits/app/Messenger.cpp b/src/kits/app/Messenger.cpp
index 4fcb9c2..230136f 100644
--- a/src/kits/app/Messenger.cpp
+++ b/src/kits/app/Messenger.cpp
@@ -203,7 +203,7 @@ BMessenger::Target(BLooper** _looper) const
 
        \see BLooper::Lock() for details.
 
-       \return \c true, if the looper could be locked sucessfully, \c false, if
+       \return \c true, if the looper could be locked successfully, \c false, 
if
                        the messenger is not properly initialized, the target 
is remote,
                        or the targeted looper is invalid.
 */
@@ -232,7 +232,7 @@ BMessenger::LockTarget() const
        \see BLooper::LockWithTimeout() for details.
 
        \return
-       - \c B_OK, if the looper could be locked sucessfully,
+       - \c B_OK, if the looper could be locked successfully,
        - \c B_BAD_VALUE, if the messenger is not properly initialized,
          the target is remote, or the targeted looper is invalid,
        - other error codes returned by BLooper::LockWithTimeout().
diff --git a/src/kits/game/GameSoundDevice.cpp 
b/src/kits/game/GameSoundDevice.cpp
index 2a4eed1..d0f7d0d 100644
--- a/src/kits/game/GameSoundDevice.cpp
+++ b/src/kits/game/GameSoundDevice.cpp
@@ -137,7 +137,7 @@ BGameSoundDevice::SetInitError(status_t error)
 
 
 status_t
-BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format, 
+BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
        const void* data, int64 frames)
 {
        if (frames <= 0 || !sound)
@@ -160,7 +160,7 @@ BGameSoundDevice::CreateBuffer(gs_id* sound, const 
gs_audio_format* format,
 
 
 status_t
-BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object, 
+BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object,
        const gs_audio_format* format, size_t inBufferFrameCount,
        size_t inBufferCount)
 {
@@ -179,7 +179,7 @@ BGameSoundDevice::CreateBuffer(gs_id* sound, const void* 
object,
        }
 
        if (err == B_OK)
-               *sound = gs_id(position+1);
+               *sound = gs_id(position + 1);
        return err;
 }
 
@@ -192,7 +192,7 @@ BGameSoundDevice::ReleaseBuffer(gs_id sound)
 
        if (fSounds[sound - 1]) {
                // We must stop playback befor destroying the sound or else
-               // we may recieve fatel errors.
+               // we may receive fatel errors.
                fSounds[sound - 1]->StopPlaying();
 
                delete fSounds[sound - 1];
@@ -207,10 +207,10 @@ BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* 
format, void*& data)
        if (!format || sound <= 0)
                return B_BAD_VALUE;
 
-       memcpy(format, &fSounds[sound-1]->Format(), sizeof(gs_audio_format));
-       if (fSounds[sound-1]->Data()) {
+       memcpy(format, &fSounds[sound - 1]->Format(), sizeof(gs_audio_format));
+       if (fSounds[sound - 1]->Data()) {
                data = malloc(format->buffer_size);
-               memcpy(data, fSounds[sound-1]->Data(), format->buffer_size);
+               memcpy(data, fSounds[sound - 1]->Data(), format->buffer_size);
        } else
                data = NULL;
 
diff --git a/src/kits/interface/TextView.cpp b/src/kits/interface/TextView.cpp
index ab2e2ce..2ed32c4 100644
--- a/src/kits/interface/TextView.cpp
+++ b/src/kits/interface/TextView.cpp
@@ -858,7 +858,7 @@ BTextView::FrameResized(float width, float height)
 
 
 /*! \brief Highlight/unhighlight the selection when the view gets
-               or looses the focus.
+               or loses the focus.
        \param focusState The focus state: true, if the view is getting the 
focus,
                false otherwise.
 */
diff --git a/src/kits/mail/HaikuMailFormatFilter.cpp 
b/src/kits/mail/HaikuMailFormatFilter.cpp
index b65f861..d77c889 100644
--- a/src/kits/mail/HaikuMailFormatFilter.cpp
+++ b/src/kits/mail/HaikuMailFormatFilter.cpp
@@ -35,7 +35,7 @@ static const mail_header_field gDefaultFields[] = {
        { "Reply-To",           B_MAIL_ATTR_REPLY,              B_STRING_TYPE },
        { "Subject",            B_MAIL_ATTR_SUBJECT,    B_STRING_TYPE },
        { "X-Priority",         B_MAIL_ATTR_PRIORITY,   B_STRING_TYPE },
-               // Priorities with prefered
+               // Priorities with preferred
        { "Priority",           B_MAIL_ATTR_PRIORITY,   B_STRING_TYPE },
                // one first - the numeric
        { "X-Msmail-Priority", B_MAIL_ATTR_PRIORITY, B_STRING_TYPE },
diff --git a/src/kits/media/Notifications.cpp b/src/kits/media/Notifications.cpp
index 1ab1bfa..d8c78e3 100644
--- a/src/kits/media/Notifications.cpp
+++ b/src/kits/media/Notifications.cpp
@@ -83,7 +83,7 @@ Unregister(const BMessenger& notifyHandler, const media_node& 
node,
 }
 
 
-/*!    Transmits the error code specified by \a what to anyone who's receiving
+/*!    Transmits the error code specified by \a what to anyone whose receiving
        notifications from this node. If \a info isn't \c NULL, it's used as a
        model message for the error notification message.
        The message field "be:node_id" will contain the node ID.
diff --git a/src/kits/media/OldBufferStreamManager.h 
b/src/kits/media/OldBufferStreamManager.h
index cbc0a3b..b4a095a 100644
--- a/src/kits/media/OldBufferStreamManager.h
+++ b/src/kits/media/OldBufferStreamManager.h
@@ -57,7 +57,7 @@ public:
 
   /* Get or set the minimum delay between sending out successive buffers.
    * Although the StreamManager automatically shuts down when there
-   * are no more subscribers, setting the minumum delay can prevent
+   * are no more subscribers, setting the minimum delay can prevent
    * prevent runaway streams.  A zero or negative value means no
    * delay.
    */
diff --git a/src/kits/shared/DragTrackingFilter.cpp 
b/src/kits/shared/DragTrackingFilter.cpp
index 9c4b0dd..913d5d7 100644
--- a/src/kits/shared/DragTrackingFilter.cpp
+++ b/src/kits/shared/DragTrackingFilter.cpp
@@ -6,11 +6,11 @@
 /*!
        \class DragTrackingFilter
        \brief A simple mouse drag detection filter
-       * 
+       *
        * A simple mouse filter that detects the start of a mouse drag over a
        * threshold distance and sends a message with the 'what' field of your
-       * choice. Especially usefull for drag and drop.
-       * Allows you to free your code of encumbering mouse tracking details. 
+       * choice. Especially useful for drag and drop.
+       * Allows you to free your code of encumbering mouse tracking details.
        *
        * It can detect fast drags spanning outside of a small view by 
temporarily
        * setting the B_POINTER_EVENTS flag on the view.
diff --git a/src/kits/shared/IconButton.cpp b/src/kits/shared/IconButton.cpp
index 243f94b..5881fd5 100644
--- a/src/kits/shared/IconButton.cpp
+++ b/src/kits/shared/IconButton.cpp
@@ -444,7 +444,7 @@ BIconButton::SetIcon(const unsigned char* bitsFromQuickRes,
                if (status >= B_OK) {
                        // It doesn't look right to copy BitsLength() bytes, 
but bitmaps
                        // exported from QuickRes still contain their padding, 
so it is
-                       // alright.
+                       // all right.
                        memcpy(quickResBitmap->Bits(), bitsFromQuickRes,
                                quickResBitmap->BitsLength());
                        if (format != B_RGB32 && format != B_RGBA32
@@ -454,7 +454,7 @@ BIconButton::SetIcon(const unsigned char* bitsFromQuickRes,
                                        quickResBitmap->Bounds(), B_RGB32, 
true);
                                if (bitmap && bitmap->IsValid()) {
                                        BView* helper = new 
BView(bitmap->Bounds(), "helper",
-                                                                               
          B_FOLLOW_NONE, B_WILL_DRAW);
+                                               B_FOLLOW_NONE, B_WILL_DRAW);
                                        if (bitmap->Lock()) {
                                                bitmap->AddChild(helper);
                                                
helper->SetHighColor(ui_color(B_PANEL_BACKGROUND_COLOR));
diff --git a/src/kits/support/Archivable.cpp b/src/kits/support/Archivable.cpp
index a01af34..2bcb515 100644
--- a/src/kits/support/Archivable.cpp
+++ b/src/kits/support/Archivable.cpp
@@ -786,7 +786,7 @@ find_instantiation_func(BMessage* archive)
 }
 
 
-// BArchivable binary compatability
+// BArchivable binary compatibility
 #if __GNUC__ == 2
 
 

############################################################################

Revision:    hrev43726
Commit:      2066acfbc57260cadff12de083adab718248aec9
URL:         http://cgit.haiku-os.org/haiku/commit/?id=2066acf
Author:      Alexander von Gluck IV <kallisti5@xxxxxxxxxxx>
Date:        Wed Feb  8 23:38:59 2012 UTC

game kit: Style and whitespace cleanup. No functional change.

----------------------------------------------------------------------------

diff --git a/src/kits/game/FileGameSound.cpp b/src/kits/game/FileGameSound.cpp
index 50b16c7..f26c766 100644
--- a/src/kits/game/FileGameSound.cpp
+++ b/src/kits/game/FileGameSound.cpp
@@ -1,12 +1,13 @@
 /*
- * Copyright 2001-2007, Haiku Inc.
+ * Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
+ * Distributed under the terms of the MIT License.
+ *
  * Authors:
  *             Christopher ML Zumwalt May (zummy@xxxxxxxxxxxx)
  *             Jérôme Duval
- *
- * Distributed under the terms of the MIT License.
  */
 
+
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
@@ -20,6 +21,7 @@
 #include "GameSoundDevice.h"
 #include "GSUtility.h"
 
+
 const int32 kPages = 20;
 struct _gs_media_tracker
 {
@@ -29,8 +31,10 @@ struct _gs_media_tracker
        size_t                  position;
 };
 
+
 // Local utility functions -----------------------------------------------
-bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
+bool
+FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
 {
        int32 samples = *bytes / sizeof(uint8);
 
@@ -47,7 +51,9 @@ bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * 
buffer, size_t * bytes)
        return false;
 }
 
-bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
+
+bool
+FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
 {
        int32 samples = *bytes / sizeof(int16);
 
@@ -64,7 +70,9 @@ bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * 
buffer, size_t * bytes)
        return false;
 }
 
-bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
+
+bool
+FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
 {
        size_t byte = 0;
        bool bytesAreReady = (*bytes > 0);
@@ -85,7 +93,9 @@ bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * 
buffer, size_t * bytes)
        return false;
 }
 
-bool FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
+
+bool
+FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
 {
        size_t byte = 0;
        bool bytesAreReady = (*bytes > 0);
@@ -106,37 +116,38 @@ bool FillBuffer(_gs_ramp * ramp, float * data, float * 
buffer, size_t * bytes)
        return false;
 }
 
+
 // BFileGameSound -------------------------------------------------------
-BFileGameSound::BFileGameSound(const entry_ref *file,
-                                                          bool looping,
-                                                          BGameSoundDevice 
*device)
-       :       BStreamingGameSound(device),
-               fAudioStream(NULL),
-               fStopping(false),
-               fLooping(looping),
-               fBuffer(NULL),
-               fPlayPosition(0),
-               fPausing(NULL),
-               fPaused(false),
-               fPauseGain(1.0)
+BFileGameSound::BFileGameSound(const entry_ref *file, bool looping,
+       BGameSoundDevice *device)
+       :
+       BStreamingGameSound(device),
+       fAudioStream(NULL),
+       fStopping(false),
+       fLooping(looping),
+       fBuffer(NULL),
+       fPlayPosition(0),
+       fPausing(NULL),
+       fPaused(false),
+       fPauseGain(1.0)
 {
        if (InitCheck() == B_OK)
                SetInitError(Init(file));
 }
 
 
-BFileGameSound::BFileGameSound(const char *file,
-                                                          bool looping,
-                                                          BGameSoundDevice 
*device)
-       :       BStreamingGameSound(device),
-               fAudioStream(NULL),
-               fStopping(false),
-               fLooping(looping),
-               fBuffer(NULL),
-               fPlayPosition(0),
-               fPausing(NULL),
-               fPaused(false),
-               fPauseGain(1.0)
+BFileGameSound::BFileGameSound(const char *file, bool looping,
+       BGameSoundDevice *device)
+       :
+       BStreamingGameSound(device),
+       fAudioStream(NULL),
+       fStopping(false),
+       fLooping(looping),
+       fBuffer(NULL),
+       fPlayPosition(0),
+       fPausing(NULL),
+       fPaused(false),
+       fPauseGain(1.0)
 {
        if (InitCheck() == B_OK) {
                entry_ref node;
@@ -221,8 +232,7 @@ BFileGameSound::Preload()
 
 
 void
-BFileGameSound::FillBuffer(void *inBuffer,
-                                                  size_t inByteCount)
+BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
 {
        // Split or combine decoder buffers into mixer buffers
        // fPlayPosition is where we got up to in the input buffer after last 
call
@@ -231,7 +241,8 @@ BFileGameSound::FillBuffer(void *inBuffer,
 
        while (inByteCount > 0 && !fPaused) {
                if (!fPaused || fPausing) {
-                       printf("mixout %ld, inByteCount %ld, decin %ld, 
BufferSize %ld\n",out_offset, inByteCount, fPlayPosition, fBufferSize);
+                       printf("mixout %ld, inByteCount %ld, decin %ld, 
BufferSize %ld\n",
+                               out_offset, inByteCount, fPlayPosition, 
fBufferSize);
                        if (fPlayPosition == 0 || fPlayPosition >= fBufferSize) 
{
                                Load();
                        }
@@ -251,19 +262,27 @@ BFileGameSound::FillBuffer(void *inBuffer,
 
                                switch(Format().format) {
                                        case gs_audio_format::B_GS_U8:
-                                               rampDone = 
::FillBuffer(fPausing, (uint8*)&buffer[out_offset], 
(uint8*)&fBuffer[fPlayPosition], &bytes);
+                                               rampDone = 
::FillBuffer(fPausing,
+                                                       
(uint8*)&buffer[out_offset],
+                                                       
(uint8*)&fBuffer[fPlayPosition], &bytes);
                                                break;
 
                                        case gs_audio_format::B_GS_S16:
-                                               rampDone = 
::FillBuffer(fPausing, (int16*)&buffer[out_offset], 
(int16*)&fBuffer[fPlayPosition], &bytes);
+                                               rampDone = 
::FillBuffer(fPausing,
+                                                       
(int16*)&buffer[out_offset],
+                                                       
(int16*)&fBuffer[fPlayPosition], &bytes);
                                                break;
 
                                        case gs_audio_format::B_GS_S32:
-                                               rampDone = 
::FillBuffer(fPausing, (int32*)&buffer[out_offset], 
(int32*)&fBuffer[fPlayPosition], &bytes);
+                                               rampDone = 
::FillBuffer(fPausing,
+                                                       
(int32*)&buffer[out_offset],
+                                                       
(int32*)&fBuffer[fPlayPosition], &bytes);
                                                break;
 
                                        case gs_audio_format::B_GS_F:
-                                               rampDone = 
::FillBuffer(fPausing, (float*)&buffer[out_offset], 
(float*)&fBuffer[fPlayPosition], &bytes);
+                                               rampDone = 
::FillBuffer(fPausing,
+                                                       
(float*)&buffer[out_offset],
+                                                       
(float*)&fBuffer[fPlayPosition], &bytes);
                                                break;
                                }
 
@@ -274,8 +293,8 @@ BFileGameSound::FillBuffer(void *inBuffer,
                                // We finished ramping
                                if (rampDone) {
 
-                                       // We need to be able to stop asap when 
the pause flag is flipped.
-                                       while(fPlayPosition < fBufferSize && 
(inByteCount > 0)) {
+                                       // Need to be able to stop asap when 
pause flag is flipped.
+                                       while (fPlayPosition < fBufferSize && 
(inByteCount > 0)) {
                                                buffer[out_offset++] = 
fBuffer[fPlayPosition++];
                                                inByteCount--;
                                        }
@@ -289,8 +308,9 @@ BFileGameSound::FillBuffer(void *inBuffer,
 
                                char * buffer = (char*)inBuffer;
 
-                               // We need to be able to stop asap when the 
pause flag is flipped.
-                               while(fPlayPosition < fBufferSize && (!fPaused 
|| fPausing) && (inByteCount > 0)) {
+                               // Need to be able to stop asap when the pause 
flag is flipped.
+                               while (fPlayPosition < fBufferSize && (!fPaused 
|| fPausing)
+                                       && (inByteCount > 0)) {
                                        buffer[out_offset++] = 
fBuffer[fPlayPosition++];
                                        inByteCount--;
                                }
@@ -309,8 +329,7 @@ BFileGameSound::Perform(int32 selector,
 
 
 status_t
-BFileGameSound::SetPaused(bool isPaused,
-                                                 bigtime_t rampTime)
+BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
 {
        if (fPaused != isPaused) {
                Lock();
@@ -429,7 +448,7 @@ BFileGameSound::Load()
 {
        if (!fAudioStream || !fAudioStream->stream)
                return false;
-  
+
        // read a new buffer
        int64 frames = 0;
        fAudioStream->stream->ReadFrames(fBuffer, &frames);
@@ -632,5 +651,3 @@ BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...)
 {
        return B_ERROR;
 }
-
-
diff --git a/src/kits/game/GSUtility.cpp b/src/kits/game/GSUtility.cpp
index ad64abb..ee0dd86 100644
--- a/src/kits/game/GSUtility.cpp
+++ b/src/kits/game/GSUtility.cpp
@@ -1,62 +1,63 @@
-/* 
- * Copyright 2001-2002, Haiku Inc.
+/*
+ * Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
+ * Distributed under the terms of the MIT License.
+ *
  * Authors:
  *             Christopher ML Zumwalt May (zummy@xxxxxxxxxxxx)
- * 
- * Distributed under the terms of the MIT License.
  */
 
+
+#include "GSUtility.h"
+
 #include <GameSoundDefs.h>
 #include <MediaDefs.h>
 
 #include <new>
 
-#include "GSUtility.h"
 
-
-_gs_ramp* 
+_gs_ramp*
 InitRamp(float* value, float set, float frames, bigtime_t duration)
 {
        float diff = (set > *value) ? set - *value : *value - set;
        bigtime_t sec = bigtime_t(duration / 1000000.0);
        float inc = diff * 200;
-       
+
        _gs_ramp* ramp = new (std::nothrow) _gs_ramp;
        if (ramp != NULL) {
                ramp->value = value;
-       
+
                ramp->frame_total = frames * sec;
                ramp->frame_inc = int(ramp->frame_total / inc);
-       
+
                ramp->inc = (set - *value) / inc;
-       
+
                ramp->frame_count = 0;
                ramp->frame_inc_count = 0;
-       
+
                ramp->duration = duration;
        }
        return ramp;
 }
-       
 
-bool 
+
+bool
 ChangeRamp(_gs_ramp* ramp)
 {
-       if (ramp->frame_count > ramp->frame_total) 
+       if (ramp->frame_count > ramp->frame_total)
                return true;
-       
+
        if (ramp->frame_inc_count >= ramp->frame_inc) {
-               ramp->frame_inc_count = 0;      
+               ramp->frame_inc_count = 0;
                *ramp->value += ramp->inc;
-       } else 
+       } else
                ramp->frame_inc_count++;
-               
+
        ramp->frame_count++;
        return false;
 }
 
 
-size_t 
+size_t
 get_sample_size(int32 format)
 {
        size_t sample;
@@ -65,38 +66,38 @@ get_sample_size(int32 format)
                case media_raw_audio_format::B_AUDIO_CHAR:
                        sample  = sizeof(char);
                        break;
-                       
+
                case gs_audio_format::B_GS_U8:
                        sample = sizeof(uint8);
                        break;
-                       
+
                case gs_audio_format::B_GS_S16:
                        sample = sizeof(int16);
                        break;
-                       
-               case gs_audio_format::B_GS_S32: 
+
+               case gs_audio_format::B_GS_S32:
                        sample = sizeof(int32);
                        break;
-                       
+
                case gs_audio_format::B_GS_F:
                        sample = sizeof(float);
                        break;
-                       
+
                default:
                        sample = 0;
                        break;
        }
-       
+
        return sample;
 }
 
 
-void 
+void
 media_to_gs_format(gs_audio_format* dest, media_raw_audio_format* source)
 {
        dest->format = source->format;
        dest->frame_rate = source->frame_rate;
        dest->channel_count = source->channel_count;
        dest->byte_order = source->byte_order;
-       dest->buffer_size = source->buffer_size;        
+       dest->buffer_size = source->buffer_size;
 }
diff --git a/src/kits/game/GSUtility.h b/src/kits/game/GSUtility.h
index f47ecea..1e886c1 100644
--- a/src/kits/game/GSUtility.h
+++ b/src/kits/game/GSUtility.h
@@ -23,32 +23,35 @@
 //     Author:                 Christopher ML Zumwalt May (zummy@xxxxxxxxxxxx)
 //     Description:    Utility functions used by sound system
 
//------------------------------------------------------------------------------
-
 #ifndef _GAMESOUND_UTILITY_H
 #define _GAMESOUND_UTILITY_H
 
+
 #include <GameSoundDefs.h>
 #include <MediaDefs.h>
 
 
-struct _gs_ramp 
+struct _gs_ramp
 {
        float inc;
        float orignal;
-       float* value; 
-       
+       float* value;
+
        float frame_total;
        float frame_inc;
-        
+
        float frame_count;
        float frame_inc_count;
-       
+
        bigtime_t duration;
 };
 
-_gs_ramp*      InitRamp(float* value, float set, float frames, bigtime_t 
duration);
-bool           ChangeRamp(_gs_ramp* ramp);
-size_t         get_sample_size(int32 format);
-void           media_to_gs_format(gs_audio_format * dest, 
media_raw_audio_format * source);
+
+_gs_ramp* InitRamp(float* value, float set, float frames, bigtime_t duration);
+bool ChangeRamp(_gs_ramp* ramp);
+size_t get_sample_size(int32 format);
+void media_to_gs_format(gs_audio_format* dest,
+       media_raw_audio_format* source);
+
 
 #endif
diff --git a/src/kits/game/GameProducer.cpp b/src/kits/game/GameProducer.cpp
index 0fd4252..e931fdd 100644
--- a/src/kits/game/GameProducer.cpp
+++ b/src/kits/game/GameProducer.cpp
@@ -1,5 +1,5 @@
 /*
- * Copyright 2002-2010 Haiku Inc. All rights reserved.
+ * Copyright 2002-2012 Haiku, Inc. All rights reserved.
  * Distributed under the terms of the MIT License.
  *
  * Authors:
@@ -12,6 +12,8 @@
 */
 
 
+#include "GameProducer.h"
+
 #include <string.h>
 #include <stdio.h>
 
@@ -26,20 +28,18 @@
 #include "GameSoundDevice.h"
 #include "GSUtility.h"
 
-#include "GameProducer.h"
-
 
 struct _gs_play  {
        gs_id           sound;
        bool*           hook;
-       
+
        _gs_play*       next;
        _gs_play*       previous;
 };
 
 
 GameProducer::GameProducer(GameSoundBuffer* object,
-               const gs_audio_format* format)
+       const gs_audio_format* format)
        :
        BMediaNode("GameProducer.h"),
        BBufferProducer(B_MEDIA_RAW_AUDIO),
@@ -53,19 +53,21 @@ GameProducer::GameProducer(GameSoundBuffer* object,
        fPreferredFormat.type = B_MEDIA_RAW_AUDIO;
        fPreferredFormat.u.raw_audio.format = format->format;
        fPreferredFormat.u.raw_audio.channel_count = format->channel_count;
-       fPreferredFormat.u.raw_audio.frame_rate = format->frame_rate;           
// measured in Hertz
+       fPreferredFormat.u.raw_audio.frame_rate = format->frame_rate; // Hertz
        fPreferredFormat.u.raw_audio.byte_order = format->byte_order;
-//     fPreferredFormat.u.raw_audio.channel_mask = B_CHANNEL_LEFT | 
B_CHANNEL_RIGHT;
+//     fPreferredFormat.u.raw_audio.channel_mask
+//             = B_CHANNEL_LEFT | B_CHANNEL_RIGHT;
 //     fPreferredFormat.u.raw_audio.valid_bits = 32;
 //     fPreferredFormat.u.raw_audio.matrix_mask = B_MATRIX_AMBISONIC_WXYZ;
-       
+
        // we'll use the consumer's preferred buffer size, if any
-       fPreferredFormat.u.raw_audio.buffer_size = 
media_raw_audio_format::wildcard.buffer_size;
+       fPreferredFormat.u.raw_audio.buffer_size
+               = media_raw_audio_format::wildcard.buffer_size;
 
        // we're not connected yet
        fOutput.destination = media_destination::null;
        fOutput.format = fPreferredFormat;
-       
+
        fFrameSize = get_sample_size(format->format) * format->channel_count;
        fObject = object;
 }
@@ -87,19 +89,20 @@ GameProducer::AddOn(int32 *internal_id) const
 
 
 // BBufferProducer methods
-status_t 
+status_t
 GameProducer::GetNextOutput(int32* cookie, media_output* out_output)
 {
        // we currently support only one output
-       if (0 != *cookie) return B_BAD_INDEX;
-       
+       if (0 != *cookie)
+               return B_BAD_INDEX;
+
        *out_output = fOutput;
        *cookie += 1;
        return B_OK;
 }
 
 
-status_t 
+status_t
 GameProducer::DisposeOutputCookie(int32 cookie)
 {
        // do nothing because our cookie is only an integer
@@ -107,13 +110,14 @@ GameProducer::DisposeOutputCookie(int32 cookie)
 }
 
 
-void 
-GameProducer::EnableOutput(const media_source& what, bool enabled, int32* 
_deprecated_)
+void
+GameProducer::EnableOutput(const media_source& what, bool enabled,
+       int32* _deprecated_)
 {
-       // If I had more than one output, I'd have to walk my list of output 
records to see
-       // which one matched the given source, and then enable/disable that 
one.  But this
-       // node only has one output, so I just make sure the given source 
matches, then set
-       // the enable state accordingly.
+       // If I had more than one output, I'd have to walk my list of output 
records
+       // to see which one matched the given source, and then enable/disable 
that
+       // one.  But this node only has one output,  so I just make sure the 
given
+       // source matches, then set the enable state accordingly.
        if (what == fOutput.source)
        {
                fOutputEnabled = enabled;
@@ -121,10 +125,11 @@ GameProducer::EnableOutput(const media_source& what, bool 
enabled, int32* _depre
 }
 
 
-status_t 
-GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/, 
media_format* format)
+status_t
+GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/,
+       media_format* format)
 {
-       // insure that we received a format 
+       // insure that we received a format
        if (!format)
                return B_BAD_VALUE;
 
@@ -132,55 +137,66 @@ GameProducer::FormatSuggestionRequested(media_type type, 
int32 /*quality*/, medi
        *format = fPreferredFormat;
 
        // our format is supported
-       if (type == B_MEDIA_UNKNOWN_TYPE) return B_OK;
+       if (type == B_MEDIA_UNKNOWN_TYPE)
+               return B_OK;
 
        // we only support raw audo
        return (type != B_MEDIA_RAW_AUDIO) ? B_MEDIA_BAD_FORMAT : B_OK;
 }
 
 
-status_t 
+status_t
 GameProducer::FormatProposal(const media_source& output, media_format* format)
 {
        // doest the proposed output match our output?
-       if (output != fOutput.source) return B_MEDIA_BAD_SOURCE;
+       if (output != fOutput.source)
+               return B_MEDIA_BAD_SOURCE;
 
        // return our preferred format
        *format = fPreferredFormat;
-       
+
        // we will reject the proposal if the format is not audio
        media_type requestedType = format->type;
-       if ((requestedType != B_MEDIA_UNKNOWN_TYPE) && (requestedType != 
B_MEDIA_RAW_AUDIO))
+       if ((requestedType != B_MEDIA_UNKNOWN_TYPE)
+               && (requestedType != B_MEDIA_RAW_AUDIO)) {
                return B_MEDIA_BAD_FORMAT;
-       
+       }
+
        return B_OK;            // raw audio or wildcard type, either is okay 
by us
 }
 
 
-status_t 
-GameProducer::PrepareToConnect(const media_source& what, const 
media_destination& where, media_format* format, media_source* out_source, char* 
out_name)
+status_t
+GameProducer::PrepareToConnect(const media_source& what,
+       const media_destination& where, media_format* format,
+       media_source* out_source, char* out_name)
 {
        // The format has been processed by the consumer at this point. We need
        // to insure the format is still acceptable and any wild care are 
filled in.
 
        // trying to connect something that isn't our source?
-       if (what != fOutput.source) return B_MEDIA_BAD_SOURCE;
+       if (what != fOutput.source)
+               return B_MEDIA_BAD_SOURCE;
 
        // are we already connected?
-       if (fOutput.destination != media_destination::null) return 
B_MEDIA_ALREADY_CONNECTED;
+       if (fOutput.destination != media_destination::null)
+               return B_MEDIA_ALREADY_CONNECTED;
 
        // the format may not yet be fully specialized (the consumer might have
        // passed back some wildcards).  Finish specializing it now, and return 
an
        // error if we don't support the requested format.
-       if (format->type != B_MEDIA_RAW_AUDIO) 
+       if (format->type != B_MEDIA_RAW_AUDIO)
                return B_MEDIA_BAD_FORMAT;
-       
+
        if (format->u.raw_audio.format != fPreferredFormat.u.raw_audio.format)
                return B_MEDIA_BAD_FORMAT;
 
        // check the buffer size, which may still be wildcarded
-       if (format->u.raw_audio.buffer_size == 
media_raw_audio_format::wildcard.buffer_size)
-               format->u.raw_audio.buffer_size = 4096;         // pick 
something comfortable to suggest
+       if (format->u.raw_audio.buffer_size
+               == media_raw_audio_format::wildcard.buffer_size) {
+               format->u.raw_audio.buffer_size = 4096;
+                       // pick something comfortable to suggest
+       }
 
        // Now reserve the connection, and return information about it
        fOutput.destination = where;
@@ -191,20 +207,22 @@ GameProducer::PrepareToConnect(const media_source& what, 
const media_destination
 }
 
 
-void 
-GameProducer::Connect(status_t error, const media_source& source, const 
media_destination& destination, const media_format& format, char* io_name)
+void
+GameProducer::Connect(status_t error, const media_source& source,
+       const media_destination& destination, const media_format& format,
+       char* io_name)
 {
-       // If something earlier failed, Connect() might still be called, but 
with a non-zero
-       // error code.  When that happens we simply unreserve the connection 
and do
-       // nothing else.
+       // If something earlier failed, Connect() might still be called, but 
with a
+       // non-zero error code.  When that happens we simply unreserve the
+       // connection and do nothing else.
        if (error) {
                fOutput.destination = media_destination::null;
                fOutput.format = fPreferredFormat;
                return;
        }
 
-       // Okay, the connection has been confirmed.  Record the destination and 
format
-       // that we agreed on, and report our connection name again.
+       // Okay, the connection has been confirmed.  Record the destination and
+       // format that we agreed on, and report our connection name again.
        fOutput.destination = destination;
        fOutput.format = format;
        strlcpy(io_name, fOutput.name, B_MEDIA_NAME_LENGTH);
@@ -219,33 +237,34 @@ GameProducer::Connect(status_t error, const media_source& 
source, const media_de
                        // Have to set it before latency calculating
 
        // Use a dry run to see how long it takes me to fill a buffer of data
-               
+
        // The first step to setup the buffer
        bigtime_t start, produceLatency;
        int32 frames = int32(fBufferSize / fFrameSize);
        float* data = new float[frames * 2];
-       
+
        // Second, fill the buffer
        start = ::system_time();
        for (int32 i = 0; i < frames; i++) {
-               data[i*2] = 0.8 * float(i/frames);
-               data[i*2+1] = 0.8 * float(i/frames);
+               data[i * 2] = 0.8 * float(i / frames);
+               data[i * 2 + 1] = 0.8 * float(i / frames);
        }
        produceLatency = ::system_time();
-               
+
        // Third, calculate the latency
        fInternalLatency = produceLatency - start;
        SetEventLatency(fLatency + fInternalLatency);
-                       
+
        // Finaily, clean up
        delete [] data;
-               
+
        // reset our buffer duration, etc. to avoid later calculations
-       bigtime_t duration = bigtime_t(1000000) * frames / 
bigtime_t(fOutput.format.u.raw_audio.frame_rate);
+       bigtime_t duration = bigtime_t(1000000) * frames
+               / bigtime_t(fOutput.format.u.raw_audio.frame_rate);
        SetBufferDuration(duration);
 
        // Set up the buffer group for our connection, as long as nobody handed 
us a
-       // buffer group (via SetBufferGroup()) prior to this.  
+       // buffer group (via SetBufferGroup()) prior to this.
        if (!fBufferGroup) {
                int32 count = int32(fLatency / BufferDuration() + 2);
                fBufferGroup = new BBufferGroup(fBufferSize, count);
@@ -253,8 +272,9 @@ GameProducer::Connect(status_t error, const media_source& 
source, const media_de
 }
 
 
-void 
-GameProducer::Disconnect(const media_source& what, const media_destination& 
where)
+void
+GameProducer::Disconnect(const media_source& what,
+       const media_destination& where)
 {
        // Make sure that our connection is the one being disconnected
        if ((where == fOutput.destination) && (what == fOutput.source)) {
@@ -266,16 +286,19 @@ GameProducer::Disconnect(const media_source& what, const 
media_destination& wher
 }
 
 
-status_t 
-GameProducer::FormatChangeRequested(const media_source& source, const 
media_destination& destination, media_format* io_format, int32* _deprecated_)
+status_t
+GameProducer::FormatChangeRequested(const media_source& source,
+       const media_destination& destination, media_format* io_format,
+       int32* _deprecated_)
 {
        // we don't support any other formats, so we just reject any format 
changes.
        return B_ERROR;
 }
 
 
-status_t 
-GameProducer::SetBufferGroup(const media_source& for_source, BBufferGroup* 
newGroup)
+status_t
+GameProducer::SetBufferGroup(const media_source& for_source,
+       BBufferGroup* newGroup)
 {
        // verify that we didn't get bogus arguments before we proceed
        if (for_source != fOutput.source)
@@ -285,12 +308,12 @@ GameProducer::SetBufferGroup(const media_source& 
for_source, BBufferGroup* newGr
        if (newGroup == fBufferGroup)
                return B_OK;
 
-       // Ahh, someone wants us to use a different buffer group.  At this 
point we delete
-       // the one we are using and use the specified one instead.  If the 
specified group is
-       // NULL, we need to recreate one ourselves, and use *that*.  Note that 
if we're
-       // caching a BBuffer that we requested earlier, we have to Recycle() 
that buffer
-       // *before* deleting the buffer group, otherwise we'll deadlock waiting 
for that
-       // buffer to be recycled!
+       // Ahh, someone wants us to use a different buffer group.  At this 
point we
+       // delete the one we are using and use the specified one instead. If the
+       // specified group is NULL, we need to recreate one ourselves, and use
+       // *that*. Note that if we're caching a BBuffer that we requested 
earlier,
+       // we have to Recycle() that buffer *before* deleting the buffer group,
+       // otherwise we'll deadlock waiting for that buffer to be recycled!
        delete fBufferGroup;            // waits for all buffers to recycle
        if (newGroup != NULL) {
                // we were given a valid group; just use that one from now on
@@ -313,7 +336,7 @@ GameProducer::SetBufferGroup(const media_source& 
for_source, BBufferGroup* newGr
 }
 
 
-status_t 
+status_t
 GameProducer::GetLatency(bigtime_t* out_latency)
 {
        // report our *total* latency:  internal plus downstream plus scheduling
@@ -322,29 +345,31 @@ GameProducer::GetLatency(bigtime_t* out_latency)
 }
 
 
-void 
-GameProducer::LateNoticeReceived(const media_source& what, bigtime_t how_much, 
bigtime_t performance_time)
+void
+GameProducer::LateNoticeReceived(const media_source& what, bigtime_t how_much,
+       bigtime_t performance_time)
 {
-       // If we're late, we need to catch up.  Respond in a manner appropriate 
to our
-       // current run mode.
+       // If we're late, we need to catch up.  Respond in a manner appropriate 
to
+       // our current run mode.
        if (what == fOutput.source) {
                if (RunMode() == B_RECORDING) {
                        // A hardware capture node can't adjust; it simply 
emits buffers at
-                       // appropriate points.  We (partially) simulate this by 
not adjusting
-                       // our behavior upon receiving late notices -- after 
all, the hardware
-                       // can't choose to capture "sooner"....
+                       // appropriate points.  We (partially) simulate this by 
not
+                       // adjusting our behavior upon receiving late notices 
-- after all,
+                       // the hardware can't choose to capture "sooner"...
                } else if (RunMode() == B_INCREASE_LATENCY) {
-                       // We're late, and our run mode dictates that we try to 
produce buffers
-                       // earlier in order to catch up.  This argues that the 
downstream nodes are
-                       // not properly reporting their latency, but there's 
not much we can do about
-                       // that at the moment, so we try to start producing 
buffers earlier to
-                       // compensate.
+                       // We're late, and our run mode dictates that we try to 
produce
+                       // buffers earlier in order to catch up. This argues 
that the
+                       // downstream nodes are not properly reporting their 
latency, but
+                       // there's not much we can do about that at the moment, 
so we try
+                       // to start producing buffers earlier to compensate.
                        fInternalLatency += how_much;
                        SetEventLatency(fLatency + fInternalLatency);
                } else {
-                       // The other run modes dictate various strategies for 
sacrificing data quality
-                       // in the interests of timely data delivery.  The way 
*we* do this is to skip
-                       // a buffer, which catches us up in time by one buffer 
duration.
+                       // The other run modes dictate various strategies for 
sacrificing
+                       // data quality in the interests of timely data 
delivery. The way we
+                       // do this is to skip a buffer, which catches us up in 
time by one
+                       // buffer duration.
                        size_t nSamples = fBufferSize / fFrameSize;
                        fFramesSent += nSamples;
                }
@@ -352,8 +377,9 @@ GameProducer::LateNoticeReceived(const media_source& what, 
bigtime_t how_much, b
 }
 
 
-void 
-GameProducer::LatencyChanged(const media_source& source, const 
media_destination& destination, bigtime_t new_latency, uint32 flags)
+void
+GameProducer::LatencyChanged(const media_source& source,
+       const media_destination& destination, bigtime_t new_latency, uint32 
flags)
 {
        // something downstream changed latency, so we need to start producing
        // buffers earlier (or later) than we were previously.  Make sure that 
the
@@ -366,7 +392,7 @@ GameProducer::LatencyChanged(const media_source& source, 
const media_destination
 }
 
 
-status_t 
+status_t
 GameProducer::SetPlayRate(int32 numer, int32 denom)
 {
        // Play rates are weird.  We don't support them
@@ -374,7 +400,7 @@ GameProducer::SetPlayRate(int32 numer, int32 denom)
 }
 
 
-status_t 
+status_t
 GameProducer::HandleMessage(int32 message, const void* data, size_t size)
 {
        // We currently do not handle private messages
@@ -382,8 +408,10 @@ GameProducer::HandleMessage(int32 message, const void* 
data, size_t size)
 }
 
 
-void 
-GameProducer::AdditionalBufferRequested(const media_source& source, 
media_buffer_id prev_buffer, bigtime_t prev_time, const media_seek_tag* 
prev_tag)
+void
+GameProducer::AdditionalBufferRequested(const media_source& source,
+       media_buffer_id prev_buffer, bigtime_t prev_time,
+       const media_seek_tag* prev_tag)
 {
        // we don't support offline mode (yet...)
        return;
@@ -391,7 +419,7 @@ GameProducer::AdditionalBufferRequested(const media_source& 
source, media_buffer
 
 
 // BMediaEventLooper methods
-void 
+void
 GameProducer::NodeRegistered()
 {
        // Start the BMediaEventLooper thread
@@ -406,7 +434,7 @@ GameProducer::NodeRegistered()
 }
 
 
-void 
+void
 GameProducer::SetRunMode(run_mode mode)
 {
        // We don't support offline run mode, so broadcast an error if we're 
set to
@@ -417,8 +445,9 @@ GameProducer::SetRunMode(run_mode mode)
 }
 
 
-void 
-GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness, 
bool realTimeEvent)
+void
+GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness,
+       bool realTimeEvent)
 {
 //     FPRINTF(stderr, "ToneProducer::HandleEvent\n");
        switch (event->type)
@@ -426,55 +455,58 @@ GameProducer::HandleEvent(const media_timed_event* event, 
bigtime_t lateness, bo
        case BTimedEventQueue::B_START:
                // don't do anything if we're already running
                if (RunState() != B_STARTED) {
-                       // We are going to start sending buffers so setup the 
needed bookkeeping
+                       // Going to start sending buffers so setup the needed 
bookkeeping
                        fFramesSent = 0;
                        fStartTime = event->event_time;
-                       media_timed_event firstBufferEvent(fStartTime, 
BTimedEventQueue::B_HANDLE_BUFFER);
+                       media_timed_event firstBufferEvent(fStartTime,
+                               BTimedEventQueue::B_HANDLE_BUFFER);
 
-                       // Alternatively, we could call HandleEvent() directly 
with this event, to avoid a trip through
-                       // the event queue, like this:
-                       //
+                       // Alternatively, we could call HandleEvent() directly 
with this
+                       // event, to avoid a trip through the event queue like 
this:
                        //              this->HandleEvent(&firstBufferEvent, 0, 
false);
-                       //
                        EventQueue()->AddEvent(firstBufferEvent);
                }
                break;
 
        case BTimedEventQueue::B_STOP:
                // When we handle a stop, we must ensure that downstream 
consumers don't
-               // get any more buffers from us.  This means we have to flush 
any pending
-               // buffer-producing events from the queue.
-               EventQueue()->FlushEvents(0, BTimedEventQueue::B_ALWAYS, true, 
BTimedEventQueue::B_HANDLE_BUFFER);
+               // get any more buffers from us.  This means we have to flush 
any
+               // pending buffer-producing events from the queue.
+               EventQueue()->FlushEvents(0, BTimedEventQueue::B_ALWAYS, true,
+                       BTimedEventQueue::B_HANDLE_BUFFER);
                break;
 
        case BTimedEventQueue::B_HANDLE_BUFFER:
                {
-                       // make sure we're both started *and* connected before 
delivering a buffer
-                       if ((RunState() == BMediaEventLooper::B_STARTED) 
+                       // Ensure we're both started and connected before 
delivering buffer
+                       if ((RunState() == BMediaEventLooper::B_STARTED)
                                && (fOutput.destination != 
media_destination::null)) {
                                // Get the next buffer of data
                                BBuffer* buffer = 
FillNextBuffer(event->event_time);
                                if (buffer) {
-                                       // send the buffer downstream if and 
only if output is enabled
+                                       // Send the buffer downstream if output 
is enabled
                                        status_t err = B_ERROR;
                                        if (fOutputEnabled) {
                                                err = SendBuffer(buffer, 
fOutput.source,
                                                        fOutput.destination);
                                        }
                                        if (err) {
-                                               // we need to recycle the 
buffer ourselves if output is disabled or
-                                               // if the call to SendBuffer() 
fails
+                                               // we need to recycle the 
buffer ourselves if output is
+                                               // disabled or if the call to 
SendBuffer() fails
                                                buffer->Recycle();
                                        }
                                }
-                               
+
                                // track how much media we've delivered so far
                                size_t nFrames = fBufferSize / fFrameSize;
                                fFramesSent += nFrames;
 
                                // The buffer is on its way; now schedule the 
next one to go
-                               bigtime_t nextEvent = fStartTime + 
bigtime_t(double(fFramesSent) / double(fOutput.format.u.raw_audio.frame_rate) * 
1000000.0);
-                               media_timed_event nextBufferEvent(nextEvent, 
BTimedEventQueue::B_HANDLE_BUFFER);
+                               bigtime_t nextEvent = fStartTime + 
bigtime_t(double(fFramesSent)
+                                       / 
double(fOutput.format.u.raw_audio.frame_rate)
+                                       * 1000000.0);
+                               media_timed_event nextBufferEvent(nextEvent,
+                                       BTimedEventQueue::B_HANDLE_BUFFER);
                                EventQueue()->AddEvent(nextBufferEvent);
                        }
                }
@@ -486,47 +518,49 @@ GameProducer::HandleEvent(const media_timed_event* event, 
bigtime_t lateness, bo
 }
 
 
-BBuffer* 
+BBuffer*
 GameProducer::FillNextBuffer(bigtime_t event_time)
 {
        // get a buffer from our buffer group
        BBuffer* buf = fBufferGroup->RequestBuffer(fBufferSize, 
BufferDuration());
 
-       // if we fail to get a buffer (for example, if the request times out), 
we skip this
-       // buffer and go on to the next, to avoid locking up the control thread
-       if (!buf) 
+       // if we fail to get a buffer (for example, if the request times out), 
we
+       // skip this buffer and go on to the next, to avoid locking up the 
control
+       // thread.
+       if (!buf)
                return NULL;
 
        // we need to discribe the buffer
        int64 frames = int64(fBufferSize / fFrameSize);
        memset(buf->Data(), 0, fBufferSize);
-               
+
        // now fill the buffer with data, continuing where the last buffer left 
off
        fObject->Play(buf->Data(), frames);
-                       
+
        // fill in the buffer header
        media_header* hdr = buf->Header();
        hdr->type = B_MEDIA_RAW_AUDIO;
        hdr->size_used = fBufferSize;
        hdr->time_source = TimeSource()->ID();
-       
+
        bigtime_t stamp;
        if (RunMode() == B_RECORDING) {
                // In B_RECORDING mode, we stamp with the capture time.  We're 
not
-               // really a hardware capture node, but we simulate it by using 
the (precalculated)
-               // time at which this buffer "should" have been created.
+               // really a hardware capture node, but we simulate it by using 
the
+               // (precalculated) time at which this buffer "should" have been 
created.
                stamp = event_time;
        } else {
-               // okay, we're in one of the "live" performance run modes.  in 
these modes, we
-               // stamp the buffer with the time at which the buffer should be 
rendered to the
-               // output, not with the capture time.  fStartTime is the cached 
value of the
-               // first buffer's performance time; we calculate this buffer's 
performance time as
-               // an offset from that time, based on the amount of media we've 
created so far.
+               // okay, we're in one of the "live" performance run modes.  in 
these
+               // modes, we stamp the buffer with the time at which the buffer 
should
+               // be rendered to the output, not with the capture time. 
fStartTime is
+               // the cached value of the first buffer's performance time; we 
calculate
+               // this buffer's performance time as an offset from that time, 
based on
+               // the amount of media we've created so far.
                // Recalculating every buffer like this avoids accumulation of 
error.
-               stamp = fStartTime + bigtime_t(double(fFramesSent) / 
double(fOutput.format.u.raw_audio.frame_rate) * 1000000.0);
+               stamp = fStartTime + bigtime_t(double(fFramesSent)
+                       / double(fOutput.format.u.raw_audio.frame_rate) * 
1000000.0);
        }
        hdr->start_time = stamp;
 
        return buf;
 }
-
diff --git a/src/kits/game/GameSound.cpp b/src/kits/game/GameSound.cpp
index b87ef3d..9351216 100644
--- a/src/kits/game/GameSound.cpp
+++ b/src/kits/game/GameSound.cpp
@@ -1,27 +1,31 @@
 /*
- * Copyright 2001-2002, Haiku Inc.
+ * Copyright 2002-2012 Haiku, Inc. All Rights Reserved.
+ * Distributed under the terms of the MIT License.
+ *
  * Authors:
  *             Christopher ML Zumwalt May (zummy@xxxxxxxxxxxx)
  *
- * Distributed under the terms of the MIT License.
  */
 
-#include <stdio.h>
-#include <string.h>
 
 #include <GameSound.h>
 
+#include <stdio.h>
+#include <string.h>
+
 #include "GameSoundBuffer.h"
 #include "GameSoundDevice.h"
 
 
 using std::nothrow;
 
+
 // Local Defines 
---------------------------------------------------------------
 
 // BGameSound class 
------------------------------------------------------------
 BGameSound::BGameSound(BGameSoundDevice *device)
-               :       fSound(-1)
+       :
+       fSound(-1)
 {
        // TODO: device is ignored!
        // NOTE: BeBook documents that BGameSoundDevice must currently always
@@ -32,7 +36,8 @@ BGameSound::BGameSound(BGameSoundDevice *device)
 
 
 BGameSound::BGameSound(const BGameSound &other)
-               :       fSound(-1)
+       :
+       fSound(-1)
 {
        memcpy(&fFormat, &other.fFormat, sizeof(gs_audio_format));
        // TODO: device from other is ignored!
@@ -106,8 +111,7 @@ BGameSound::StopPlaying()
 
 
 status_t
-BGameSound::SetGain(float gain,
-                                       bigtime_t duration)
+BGameSound::SetGain(float gain, bigtime_t duration)
 {
        gs_attribute attribute;
 
@@ -121,8 +125,7 @@ BGameSound::SetGain(float gain,
 
 
 status_t
-BGameSound::SetPan(float pan,
-                                  bigtime_t duration)
+BGameSound::SetPan(float pan, bigtime_t duration)
 {
        gs_attribute attribute;
 
@@ -166,16 +169,14 @@ BGameSound::Pan()
 
 
 status_t
-BGameSound::SetAttributes(gs_attribute *inAttributes,
-                                                 size_t inAttributeCount)
+BGameSound::SetAttributes(gs_attribute *inAttributes, size_t inAttributeCount)
 {
        return fDevice->SetAttributes(fSound, inAttributes, inAttributeCount);
 }
 
 
 status_t
-BGameSound::GetAttributes(gs_attribute *outAttributes,
-                                                 size_t inAttributeCount)
+BGameSound::GetAttributes(gs_attribute *outAttributes, size_t inAttributeCount)
 {
        return fDevice->GetAttributes(fSound, outAttributes, inAttributeCount);
 }
@@ -258,7 +259,8 @@ BGameSound::Init(gs_id handle)
        return B_OK;
 }
 
-/*
+
+#if 0
 BGameSound &
 BGameSound::operator=(const BGameSound &other)
 {
@@ -272,7 +274,8 @@ BGameSound::operator=(const BGameSound &other)
 
        return this;
 }
-*/
+#endif
+
 
 /* unimplemented for protection of the user:
  *
@@ -614,5 +617,3 @@ BGameSound::_Reserved_BGameSound_47(int32 arg, ...)
 {
        return B_ERROR;
 }
-
-
diff --git a/src/kits/game/GameSoundBuffer.cpp 
b/src/kits/game/GameSoundBuffer.cpp
index 9dcfa94..66d3289 100644
--- a/src/kits/game/GameSoundBuffer.cpp
+++ b/src/kits/game/GameSoundBuffer.cpp
@@ -24,6 +24,9 @@
 //     Description:    Interface to a single sound, managed by the 
GameSoundDevice.
 
//------------------------------------------------------------------------------
 
+
+#include "GameSoundBuffer.h"
+
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
@@ -35,7 +38,6 @@
 #include <BufferGroup.h>
 
 #include "GameProducer.h"
-#include "GameSoundBuffer.h"
 #include "GameSoundDevice.h"
 #include "StreamingGameSound.h"
 #include "GSUtility.h"
@@ -45,62 +47,63 @@
 inline void
 ApplyMod(uint8 * data, uint8 * buffer, int64 index, float gain, float * pan)
 {
-       data[index*2] += uint8(float(buffer[index*2]) * gain * pan[0]);
-       data[index*2+1] += uint8(float(buffer[index*2+1]) * gain * pan[1]);
+       data[index * 2] += uint8(float(buffer[index * 2]) * gain * pan[0]);
+       data[index * 2 + 1] += uint8(float(buffer[index * 2 + 1]) * gain * 
pan[1]);
 }
 
 
 inline void
 ApplyMod(int16 * data, int16 * buffer, int32 index, float gain, float * pan)
 {
-       data[index*2] = int16(float(buffer[index*2]) * gain * pan[0]);
-       data[index*2+1] = int16(float(buffer[index*2+1]) * gain * pan[1]);
+       data[index * 2] = int16(float(buffer[index * 2]) * gain * pan[0]);
+       data[index * 2 + 1] = int16(float(buffer[index * 2 + 1]) * gain * 
pan[1]);
 }
 
 
 inline void
 ApplyMod(int32 * data, int32 * buffer, int32 index, float gain, float * pan)
 {
-       data[index*2] += int32(float(buffer[index*2]) * gain * pan[0]);
-       data[index*2+1] += int32(float(buffer[index*2+1]) * gain * pan[1]);
+       data[index * 2] += int32(float(buffer[index * 2]) * gain * pan[0]);
+       data[index * 2 + 1] += int32(float(buffer[index * 2 + 1]) * gain * 
pan[1]);
 }
 
 
 inline void
 ApplyMod(float * data, float * buffer, int32 index, float gain, float * pan)
 {
-       data[index*2] += buffer[index*2] * gain * pan[0];
-       data[index*2+1] += buffer[index*2+1] * gain * pan[1];
+       data[index * 2] += buffer[index * 2] * gain * pan[0];
+       data[index * 2 + 1] += buffer[index * 2 + 1] * gain * pan[1];
 }
 
-       
+
 // GameSoundBuffer -------------------------------------------------------
 GameSoundBuffer::GameSoundBuffer(const gs_audio_format * format)
-               :       fLooping(false),
-                       fIsConnected(false),
-                       fIsPlaying(false),
-                       fGain(1.0),
-                       fPan(0.0),
-                       fPanLeft(1.0),
-                       fPanRight(1.0),
-                       fGainRamp(NULL),
-                       fPanRamp(NULL)
+       :
+       fLooping(false),
+       fIsConnected(false),
+       fIsPlaying(false),
+       fGain(1.0),
+       fPan(0.0),
+       fPanLeft(1.0),
+       fPanRight(1.0),
+       fGainRamp(NULL),
+       fPanRamp(NULL)
 {
        fConnection = new Connection;
        fNode = new GameProducer(this, format);
-               
+
        fFrameSize = get_sample_size(format->format) * format->channel_count;
-       
+
        memcpy(&fFormat, format, sizeof(gs_audio_format));
 }
 
 
-// Play must stop before the distructor is called; otherwise, a fatel 
+// Play must stop before the distructor is called; otherwise, a fatel
 // error occures if the playback is in a subclass.
 GameSoundBuffer::~GameSoundBuffer()
 {
        BMediaRoster* roster = BMediaRoster::Roster();
-       
+
        if (fIsConnected) {
                // Ordinarily we'd stop *all* of the nodes in the chain at this 
point.
                // However, one of the nodes is the System Mixer, and stopping 
the Mixer
@@ -109,14 +112,14 @@ GameSoundBuffer::~GameSoundBuffer()
                // that even for global nodes like the Mixer.
                roster->Disconnect(fConnection->producer.node, 
fConnection->source,
                        fConnection->consumer.node, fConnection->destination);
-               
+
                roster->ReleaseNode(fConnection->producer);
                roster->ReleaseNode(fConnection->consumer);
        }
-       
+
        delete fGainRamp;
        delete fPanRamp;
-       
+
        delete fConnection;
        delete fNode;
 }
@@ -139,7 +142,7 @@ GameSoundBuffer::IsLooping() const
 void
 GameSoundBuffer::SetLooping(bool looping)
 {
-       fLooping = looping;     
+       fLooping = looping;
 }
 
 
@@ -152,22 +155,22 @@ GameSoundBuffer::Gain() const
 
 status_t
 GameSoundBuffer::SetGain(float gain, bigtime_t duration)
-{      
-       if (gain < 0.0 || gain > 1.0)   
+{
+       if (gain < 0.0 || gain > 1.0)
                return B_BAD_VALUE;
-       
+
        delete fGainRamp;
        fGainRamp = NULL;
-       
+
        if (duration > 100000)
                fGainRamp  = InitRamp(&fGain, gain, fFormat.frame_rate, 
duration);
-       else 
+       else
                fGain = gain;
-       
-       return B_OK;    
+
+       return B_OK;
 }
 
-       
+
 float
 GameSoundBuffer::Pan() const
 {
@@ -180,64 +183,64 @@ GameSoundBuffer::SetPan(float pan, bigtime_t duration)
 {
        if (pan < -1.0 || pan > 1.0)
                return B_BAD_VALUE;
-       
+
        delete fPanRamp;
        fPanRamp = NULL;
 
        if (duration < 100000) {
                fPan = pan;
-               
+
                if (fPan < 0.0) {
                        fPanLeft = 1.0;
                        fPanRight = 1.0 + fPan;
                } else {
                        fPanRight = 1.0;
                        fPanLeft = 1.0 - fPan;
-               }       
-       } else 
+               }
+       } else
                fPanRamp = InitRamp(&fPan, pan, fFormat.frame_rate, duration);
-               
+
        return B_OK;
-}      
+}
 
 
 status_t
 GameSoundBuffer::GetAttributes(gs_attribute * attributes,
-                                                          size_t 
attributeCount)
+       size_t attributeCount)
 {
        for (size_t i = 0; i < attributeCount; i++) {
                switch (attributes[i].attribute) {
                        case B_GS_GAIN:
                                attributes[i].value = fGain;
-                               if (fGainRamp) 
+                               if (fGainRamp)
                                        attributes[i].duration = 
fGainRamp->duration;
                                break;
-                       
+
                        case B_GS_PAN:
                                attributes[i].value = fPan;
-                               if (fPanRamp) 
+                               if (fPanRamp)
                                        attributes[i].duration = 
fPanRamp->duration;
                                break;
 
                        case B_GS_LOOPING:
                                attributes[i].value = (fLooping) ? -1.0 : 0.0;
                                attributes[i].duration = bigtime_t(0);
-                               break;          
-                       
+                               break;
+
                        default:
                                attributes[i].value = 0.0;
                                attributes[i].duration = bigtime_t(0);
                                break;
                }
        }
-       
-       return B_OK;            
+
+       return B_OK;
 }
 
 
 status_t
 GameSoundBuffer::SetAttributes(gs_attribute * attributes,
-                                                          size_t 
attributeCount)
+       size_t attributeCount)
 {
        status_t error = B_OK;
 
@@ -246,21 +249,21 @@ GameSoundBuffer::SetAttributes(gs_attribute * attributes,
                        case B_GS_GAIN:
                                error = SetGain(attributes[i].value, 
attributes[i].duration);
                                break;
-                               
+
                        case B_GS_PAN:
                                error = SetPan(attributes[i].value, 
attributes[i].duration);
                                break;
-                               
+
                        case B_GS_LOOPING:
                                fLooping = bool(attributes[i].value);
                                break;
-                       
+
                        default:
                                break;
                }
        }
-       
-       return error;   
+
+       return error;
 }
 
 
@@ -270,11 +273,11 @@ GameSoundBuffer::Play(void * data, int64 frames)
        float pan[2];
        pan[0] = fPanRight;
        pan[1] = fPanLeft;
-       
+
        char * buffer = new char[fFrameSize * frames];
 
        FillBuffer(buffer, frames);
-       
+
        switch (fFormat.format) {
                case gs_audio_format::B_GS_U8:
                {
@@ -282,56 +285,56 @@ GameSoundBuffer::Play(void * data, int64 frames)
                                ApplyMod((uint8*)data, (uint8*)buffer, i, 
fGain, pan);
                                UpdateMods();
                        }
-               
+
                        break;
                }
-               
+
                case gs_audio_format::B_GS_S16:
-               {               
+               {
                        for (int64 i = 0; i < frames; i++) {
                                ApplyMod((int16*)data, (int16*)buffer, i, 
fGain, pan);
                                UpdateMods();
                        }
-               
+
                        break;
                }
-               
+
                case gs_audio_format::B_GS_S32:
                {
                        for (int64 i = 0; i < frames; i++) {
                                ApplyMod((int32*)data, (int32*)buffer, i, 
fGain, pan);
                                UpdateMods();
                        }
-               
+
                        break;
                }
-               
-               case gs_audio_format::B_GS_F:
-               {
+
+               case gs_audio_format::B_GS_F:
+               {
                        for (int64 i = 0; i < frames; i++) {
                                ApplyMod((float*)data, (float*)buffer, i, 
fGain, pan);
                                UpdateMods();
                        }
-               
+
                        break;
                }
        }
-       
+
        delete[] buffer;
 }
 
 
 void
 GameSoundBuffer::UpdateMods()
-{              
-       // adjust the gain if needed            
+{
+       // adjust the gain if needed
        if (fGainRamp) {
                if (ChangeRamp(fGainRamp)) {
                        delete fGainRamp;
                        fGainRamp = NULL;
                }
        }
-               
+
        // adjust the ramp if needed
        if (fPanRamp) {
                if (ChangeRamp(fPanRamp)) {
@@ -356,14 +359,14 @@ GameSoundBuffer::Reset()
        fGain = 1.0;
        delete fGainRamp;
        fGainRamp = NULL;
-       
+
        fPan = 0.0;
        fPanLeft = 1.0;
        fPanRight = 1.0;
-       
+
        delete fPanRamp;
        fPanRamp = NULL;
-       
+
        fLooping = false;
 }
 
@@ -373,16 +376,16 @@ GameSoundBuffer::Connect(media_node * consumer)
 {
        BMediaRoster* roster = BMediaRoster::Roster();
        status_t err = roster->RegisterNode(fNode);
-       
-       if (err != B_OK) 
+
+       if (err != B_OK)
                return err;
-       
+
        // make sure the Media Roster knows that we're using the node
        err = roster->GetNodeFor(fNode->Node().node, &fConnection->producer);
 
        if (err != B_OK)
-               return err;
-       
+               return err;
+
        // connect to the mixer
        fConnection->consumer = *consumer;
 
@@ -390,7 +393,7 @@ GameSoundBuffer::Connect(media_node * consumer)
        // the Mixer uses too.
        err = roster->GetTimeSource(&fConnection->timeSource);
        if (err != B_OK)
-                return err;    
+               return err;
 
        err = roster->SetTimeSourceFor(fConnection->producer.node,
                fConnection->timeSource.node);
@@ -400,22 +403,26 @@ GameSoundBuffer::Connect(media_node * consumer)
        media_input mixerInput;
        media_output soundOutput;
        int32 count = 1;
-       err = roster->GetFreeOutputsFor(fConnection->producer, &soundOutput, 1, 
&count);
-       if (err != B_OK) 
+       err = roster->GetFreeOutputsFor(fConnection->producer, &soundOutput, 1,
+               &count);
+
+       if (err != B_OK)
                return err;
        count = 1;
-       err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, 
&count);
-       if (err != B_OK) 
+       err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1,
+               &count);
+       if (err != B_OK)
                return err;
 
        // got the endpoints; now we connect it!
        media_format format;
-       format.type = B_MEDIA_RAW_AUDIO;        
+       format.type = B_MEDIA_RAW_AUDIO;
        format.u.raw_audio = media_raw_audio_format::wildcard;
-       err = roster->Connect(soundOutput.source, mixerInput.destination, 
&format, &soundOutput, &mixerInput);
-       if (err != B_OK) 
+       err = roster->Connect(soundOutput.source, mixerInput.destination, 
&format,
+               &soundOutput, &mixerInput);
+       if (err != B_OK)
                return err;
-       
+
        // the inputs and outputs might have been reassigned during the
        // nodes' negotiation of the Connect().  That's why we wait until
        // after Connect() finishes to save their contents.
@@ -431,22 +438,24 @@ GameSoundBuffer::Connect(media_node * consumer)
 status_t
 GameSoundBuffer::StartPlaying()
 {
-       if (fIsPlaying) 
+       if (fIsPlaying)
                return EALREADY;
-       
+
        BMediaRoster* roster = BMediaRoster::Roster();
        BTimeSource* source = roster->MakeTimeSourceFor(fConnection->producer);
-       
+
        // make sure we give the producer enough time to run buffers through
        // the node chain, otherwise it'll start up already late
        bigtime_t latency = 0;
        status_t status = roster->GetLatencyFor(fConnection->producer, 
&latency);
-       if (status == B_OK)
-               status = roster->StartNode(fConnection->producer, source->Now() 
+ latency);
+       if (status == B_OK) {
+               status = roster->StartNode(fConnection->producer,
+                       source->Now() + latency);
+       }
        source->Release();
-       
+
        fIsPlaying = true;
-       
+
        return status;
 }
 
@@ -454,16 +463,16 @@ GameSoundBuffer::StartPlaying()
 status_t
 GameSoundBuffer::StopPlaying()
 {
-       if (!fIsPlaying) 
+       if (!fIsPlaying)
                return EALREADY;
-       
+
        BMediaRoster* roster = BMediaRoster::Roster();
        roster->StopNode(fConnection->producer, 0, true);
                // synchronous stop
 
        Reset();
        fIsPlaying = false;
-       
+
        return B_OK;
 }
 
@@ -474,19 +483,18 @@ GameSoundBuffer::IsPlaying()
        return fIsPlaying;
 }
 
-                       
+
 // SimpleSoundBuffer ------------------------------------------------------
 SimpleSoundBuffer::SimpleSoundBuffer(const gs_audio_format * format,
-                                                                        const 
void * data,
-                                                                        int64 
frames)
-               : GameSoundBuffer(format),
-                 fPosition(0)
-               
+       const void * data, int64 frames)
+       :
+       GameSoundBuffer(format),
+       fPosition(0)
 {
        fBufferSize = frames * fFrameSize;
        fBuffer = new char[fBufferSize];
-               
-       memcpy(fBuffer, data, fBufferSize);                             
+
+       memcpy(fBuffer, data, fBufferSize);
 }
 
 
@@ -506,16 +514,16 @@ SimpleSoundBuffer::Reset()
 
 void
 SimpleSoundBuffer::FillBuffer(void * data, int64 frames)
-{      
+{
        char * buffer = (char*)data;
        size_t bytes = fFrameSize * frames;
-       
+
        if (fPosition + bytes >= fBufferSize) {
                if (fPosition < fBufferSize) {
                        // copy the remaining frames
                        size_t remainder = fBufferSize - fPosition;
                        memcpy(buffer, &fBuffer[fPosition], remainder);
-               
+
                        if (fLooping) {
                                // restart the sound from the begging
                                memcpy(&buffer[remainder], fBuffer, bytes - 
remainder);
@@ -534,15 +542,14 @@ SimpleSoundBuffer::FillBuffer(void * data, int64 frames)
 
 // StreamingSoundBuffer ------------------------------------------------------
 StreamingSoundBuffer::StreamingSoundBuffer(const gs_audio_format * format,
-       const void * streamHook, size_t inBufferFrameCount,
-       size_t inBufferCount)
+       const void * streamHook, size_t inBufferFrameCount, size_t 
inBufferCount)
        :
        GameSoundBuffer(format),
-       fStreamHook(const_cast<void *>(streamHook))     
+       fStreamHook(const_cast<void *>(streamHook))
 {
        if (inBufferFrameCount != 0 && inBufferCount  != 0) {
-               BBufferGroup *bufferGroup = new BBufferGroup(inBufferFrameCount
-                               * fFrameSize, inBufferCount);
+               BBufferGroup *bufferGroup
+                       = new BBufferGroup(inBufferFrameCount * fFrameSize, 
inBufferCount);
                fNode->SetBufferGroup(fConnection->source, bufferGroup);
        }
 }
@@ -557,7 +564,7 @@ void
 StreamingSoundBuffer::FillBuffer(void * buffer, int64 frames)
 {
        BStreamingGameSound* object = (BStreamingGameSound*)fStreamHook;
-       
-       size_t bytes = fFrameSize * frames;     
+
+       size_t bytes = fFrameSize * frames;
        object->FillBuffer(buffer, bytes);
 }
diff --git a/src/kits/game/GameSoundDevice.cpp 
b/src/kits/game/GameSoundDevice.cpp
index d0f7d0d..c889385 100644
--- a/src/kits/game/GameSoundDevice.cpp
+++ b/src/kits/game/GameSoundDevice.cpp
@@ -26,6 +26,9 @@
 //                                     this time. Use at your own risk.
 
//------------------------------------------------------------------------------
 
+
+#include "GameSoundDevice.h"
+
 #include <stdlib.h>
 #include <stdio.h>
 #include <string.h>
@@ -33,15 +36,15 @@
 #include <Autolock.h>
 #include <List.h>
 #include <Locker.h>
-#include <MediaRoster.h>
 #include <MediaAddOn.h>
-#include <TimeSource.h>
+#include <MediaRoster.h>
 #include <MediaTheme.h>
+#include <TimeSource.h>
 
-#include "GSUtility.h"
-#include "GameSoundDevice.h"
 #include "GameSoundBuffer.h"
 #include "GameProducer.h"
+#include "GSUtility.h"
+
 
 // BGameSoundDevice definitions ------------------------------------
 const int32 kInitSoundCount = 32;
diff --git a/src/kits/game/PushGameSound.cpp b/src/kits/game/PushGameSound.cpp
index 651fc10..9ec5dc1 100644
--- a/src/kits/game/PushGameSound.cpp
+++ b/src/kits/game/PushGameSound.cpp
@@ -1,24 +1,25 @@
-/* 
- * Copyright 2001-2007, Haiku Inc.
+/*
+ * Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
+ * Distributed under the terms of the MIT License.
+ *
  * Authors:
  *             Christopher ML Zumwalt May (zummy@xxxxxxxxxxxx)
  *             Jérôme Duval
- * 
- * Distributed under the terms of the MIT License.
  */
 
-#include <string.h>
 
-#include <List.h>
 #include <PushGameSound.h>
 
+#include <List.h>
+#include <string.h>
+
 #include "GSUtility.h"
 
 
 BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
        const gs_audio_format *format, size_t inBufferCount,
        BGameSoundDevice *device)
-       :
+       :
        BStreamingGameSound(inBufferFrameCount, format, inBufferCount, device),
        fLockPos(0),
        fPlayPos(0)
@@ -26,11 +27,11 @@ BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
        fPageLocked = new BList;
 
        size_t frameSize = get_sample_size(format->format) * 
format->channel_count;
-       
+
        fPageCount = inBufferCount;
-       fPageSize = frameSize * inBufferFrameCount;     
+       fPageSize = frameSize * inBufferFrameCount;
        fBufferSize = fPageSize * fPageCount;
-       
+
        fBuffer = new char[fBufferSize];
 }
 
@@ -57,28 +58,28 @@ BPushGameSound::~BPushGameSound()
 
 BPushGameSound::lock_status
 BPushGameSound::LockNextPage(void **out_pagePtr, size_t *out_pageSize)
-{      
+{
        // the user can not lock every page
        if (fPageLocked->CountItems() > fPageCount - 3)
                return lock_failed;
-       
+
        // the user cann't lock a page being played
        if (fLockPos < fPlayPos
                && fLockPos + fPageSize > fPlayPos)
                return lock_failed;
-       
+
        // lock the page
        char * lockPage = &fBuffer[fLockPos];
        fPageLocked->AddItem(lockPage);
-       
+
        // move the locker to the next page
        fLockPos += fPageSize;
        if (fLockPos > fBufferSize)
                fLockPos = 0;
-       
+
        *out_pagePtr = lockPage;
        *out_pageSize = fPageSize;
-       
+
        return lock_ok;
 }
 
@@ -119,7 +120,7 @@ BPushGameSound::Clone() const
        gs_audio_format format = Format();
        size_t frameSize = get_sample_size(format.format) * 
format.channel_count;
        size_t bufferFrameCount = fPageSize / frameSize;
-       
+
        return new BPushGameSound(bufferFrameCount, &format, fPageCount, 
Device());
 }
 
@@ -133,8 +134,7 @@ BPushGameSound::Perform(int32 selector, void *data)
 
 status_t
 BPushGameSound::SetParameters(size_t inBufferFrameCount,
-                                                         const gs_audio_format 
*format,
-                                                         size_t inBufferCount)
+       const gs_audio_format *format, size_t inBufferCount)
 {
        return B_UNSUPPORTED;
 }
@@ -150,66 +150,67 @@ BPushGameSound::SetStreamHook(void (*hook)(void * 
inCookie, void * inBuffer,
 
 void
 BPushGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
-{      
+{
        size_t bytes = inByteCount;
-       
+
        if (!BytesReady(&bytes))
                return;
-       
+
        if (fPlayPos + bytes > fBufferSize) {
                size_t remainder = fBufferSize - fPlayPos;
                        // Space left in buffer
                char * buffer = (char*)inBuffer;
-               
+
                // fill the buffer with the samples left at the end of our 
buffer
                memcpy(buffer, &fBuffer[fPlayPos], remainder);
                fPlayPos = 0;
-               
+
                // fill the remainder of the buffer by looping to the start
                // of the buffer if it isn't locked
                bytes -= remainder;
                if (BytesReady(&bytes)) {
                        memcpy(&buffer[remainder], fBuffer, bytes);
                        fPlayPos += bytes;
-               }       
+               }
        } else {
                memcpy(inBuffer, &fBuffer[fPlayPos], bytes);
                fPlayPos += bytes;
        }
-       
+
        BStreamingGameSound::FillBuffer(inBuffer, inByteCount);
 }
 
 
 bool
 BPushGameSound::BytesReady(size_t * bytes)
-{      
+{
        if (fPageLocked->CountItems() <= 0)
                return true;
-       
+
        size_t start = fPlayPos;
        size_t ready = fPlayPos;
        int32 page = int32(start / fPageSize);
-       
+
        // return if there is nothing to do
-       if (fPageLocked->HasItem(&fBuffer[page * fPageSize])) 
+       if (fPageLocked->HasItem(&fBuffer[page * fPageSize]))
                return false;
-       
+
        while (ready < *bytes) {
                ready += fPageSize;
                page = int32(ready / fPageSize);
-               
+
                if (fPageLocked->HasItem(&fBuffer[page * fPageSize])) {
                        // we have found a locked page
                        *bytes = ready - start - (ready - page * fPageSize);
                        return true;
                }
-       }       
-       
+       }
+
        // all of the bytes are ready
        return true;
 }
 
+
 /* unimplemented for protection of the user:
  *
  * BPushGameSound::BPushGameSound()
@@ -384,5 +385,3 @@ BPushGameSound::_Reserved_BPushGameSound_23(int32 arg, ...)
 {
        return B_ERROR;
 }
-
-
diff --git a/src/kits/game/SimpleGameSound.cpp 
b/src/kits/game/SimpleGameSound.cpp
index e347aa5..32561ef 100644
--- a/src/kits/game/SimpleGameSound.cpp
+++ b/src/kits/game/SimpleGameSound.cpp
@@ -1,39 +1,43 @@
-/* 
- * Copyright 2001-2005, Haiku Inc.
+/*
+ * Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
+ * Distributed under the terms of the MIT License.
+ *
  * Authors:
  *             Christopher ML Zumwalt May (zummy@xxxxxxxxxxxx)
- * 
- * Distributed under the terms of the MIT License.
  */
 
-#include <stdlib.h>
-#include <string.h>
+
+#include <SimpleGameSound.h>
 
 #include <Entry.h>
 #include <MediaFile.h>
 #include <MediaTrack.h>
+#include <stdlib.h>
+#include <string.h>
 
-#include "GameSoundDefs.h"
 #include "GameSoundBuffer.h"
+#include "GameSoundDefs.h"
 #include "GameSoundDevice.h"
 #include "GSUtility.h"
 
-#include <SimpleGameSound.h>
 
-BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile, BGameSoundDevice 
*device)
-               :       BGameSound(device)
+BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile,
+       BGameSoundDevice *device)
+       :
+       BGameSound(device)
 {
-       if (InitCheck() == B_OK) 
-               SetInitError(Init(inFile));     
+       if (InitCheck() == B_OK)
+               SetInitError(Init(inFile));
 }
 
 
 BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice 
*device)
-               :       BGameSound(device)
+       :
+       BGameSound(device)
 {
        if (InitCheck() == B_OK) {
                entry_ref file;
-       
+
                if (get_ref_for_path(inFile, &file) != B_OK)
                        SetInitError(B_ENTRY_NOT_FOUND);
                else
@@ -42,20 +46,20 @@ BSimpleGameSound::BSimpleGameSound(const char *inFile, 
BGameSoundDevice *device)
 }
 
 
-BSimpleGameSound::BSimpleGameSound(const void *inData,
-                                                                  size_t 
inFrameCount,
-                                                                  const 
gs_audio_format *format,
-                                                                  
BGameSoundDevice *device)
-       :       BGameSound(device)
+BSimpleGameSound::BSimpleGameSound(const void *inData, size_t inFrameCount,
+       const gs_audio_format *format, BGameSoundDevice *device)
+       :
+       BGameSound(device)
 {
-       if (InitCheck() == B_OK) 
+       if (InitCheck() == B_OK)
                SetInitError(Init(inData, inFrameCount, format));
 }
 
 
 BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other)
-       :       BGameSound(other)
-{      
+       :
+       BGameSound(other)
+{
        gs_audio_format format;
        void *data = NULL;
 
@@ -90,7 +94,7 @@ BSimpleGameSound::Clone() const
 }
 
 
-/* virtual */ status_t 
+/* virtual */ status_t
 BSimpleGameSound::Perform(int32 selector, void * data)
 {
        return B_ERROR;
@@ -101,12 +105,12 @@ status_t
 BSimpleGameSound::SetIsLooping(bool looping)
 {
        gs_attribute attribute;
-       
+
        attribute.attribute = B_GS_LOOPING;
        attribute.value = (looping) ? -1.0 : 0.0;
        attribute.duration = bigtime_t(0);
-       attribute.flags = 0;    
-       
+       attribute.flags = 0;
+
        return Device()->SetAttributes(ID(), &attribute, 1);
 }
 
@@ -115,13 +119,13 @@ bool
 BSimpleGameSound::IsLooping() const
 {
        gs_attribute attribute;
-       
+
        attribute.attribute = B_GS_LOOPING;
        attribute.flags = 0;
-       
+
        if (Device()->GetAttributes(ID(), &attribute, 1) != B_OK)
                return false;
-               
+
        return bool(attribute.value);
 }
 
@@ -133,90 +137,93 @@ BSimpleGameSound::Init(const entry_ref* inFile)
        gs_audio_format gsformat;
        media_format mformat;
        int64 framesRead, framesTotal = 0;
-               
-       if (file.InitCheck() != B_OK) 
+
+       if (file.InitCheck() != B_OK)
                return file.InitCheck();
-       
+
        BMediaTrack* audioStream = file.TrackAt(0);
        audioStream->EncodedFormat(&mformat);
        if (!mformat.IsAudio())
                return B_ERROR;
-       
+
        int64 frames = audioStream->CountFrames();
-       
+
        memset(&mformat, 0, sizeof(media_format));
        mformat.type = B_MEDIA_RAW_AUDIO;
-//     mformat.u.raw_audio.byte_order = (B_HOST_IS_BENDIAN) ? 
B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
+//     mformat.u.raw_audio.byte_order
+//             = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : 
B_MEDIA_LITTLE_ENDIAN;
        status_t error = audioStream->DecodedFormat(&mformat);
-       if (error != B_OK) 
+       if (error != B_OK)
                return error;
-       
+
        memset(&gsformat, 0, sizeof(gs_audio_format));
-       media_to_gs_format(&gsformat, &mformat.u.raw_audio); 
-       
+       media_to_gs_format(&gsformat, &mformat.u.raw_audio);
+
        if (mformat.u.raw_audio.format == media_raw_audio_format::B_AUDIO_CHAR) 
{
                // The GameKit doesnt support this format so we will have to 
reformat
                // the data into something the GameKit does support.
                char * buffer = new char[gsformat.buffer_size];
                uchar * data = new uchar[frames * gsformat.channel_count];
-               
+
                while (framesTotal < frames) {
                        // read the next chunck from the stream
                        memset(buffer, 0, gsformat.buffer_size);
                        audioStream->ReadFrames(buffer, &framesRead);
-                       
-                       // refomat the buffer from 
+
+                       // refomat the buffer from
                        int64 position = framesTotal * gsformat.channel_count;
-                       for(int32 i = 0; i < (int32)gsformat.buffer_size; i++)
-                               data[i + position] = buffer[i] + 128;   
-               
+                       for (int32 i = 0; i < (int32)gsformat.buffer_size; i++)
+                               data[i + position] = buffer[i] + 128;
+
                        framesTotal += framesRead;
                }
-               
+
                gsformat.format = gs_audio_format::B_GS_U8;
-               
+
                error = Init(data, frames, &gsformat);
-               
+
                // free the buffers we no longer need
                delete [] buffer;
                delete [] data;
        } else {
                // We need to determine the size, in bytes, of a single sample.
-               // At the same time, we will store the format of the audio 
buffer               
-               size_t frameSize = get_sample_size(gsformat.format) * 
gsformat.channel_count;
-               char * data = new char[frames * frameSize]; 
+               // At the same time, we will store the format of the audio 
buffer
+               size_t frameSize
+                       = get_sample_size(gsformat.format) * 
gsformat.channel_count;
+               char * data = new char[frames * frameSize];
                gsformat.buffer_size = frames * frameSize;
-       
-               while(framesTotal < frames) {
+
+               while (framesTotal < frames) {
                        char * position = &data[framesTotal * frameSize];
                        audioStream->ReadFrames(position, &framesRead);
-               
+
                        framesTotal += framesRead;
                }
-       
+
                error = Init(data, frames, &gsformat);
-       
+
                delete [] data;
-       } 
-               
+       }
+
        file.ReleaseTrack(audioStream);
        return error;
 }
- 
 
-status_t 
+
+status_t
 BSimpleGameSound::Init(const void* inData, int64 inFrameCount,
-                                               const gs_audio_format* format)
+       const gs_audio_format* format)
 {
        gs_id sound;
-       
-       status_t error = Device()->CreateBuffer(&sound, format, inData, 
inFrameCount);
+
+       status_t error
+               = Device()->CreateBuffer(&sound, format, inData, inFrameCount);
        if (error != B_OK)
-               return error;   
-       
+               return error;
+
        BGameSound::Init(sound);
-       
-       return B_OK;    
+
+       return B_OK;
 }
 
 
@@ -393,5 +400,3 @@ BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, 
...)
 {
        return B_ERROR;
 }
-
-
diff --git a/src/kits/game/StreamingGameSound.cpp 
b/src/kits/game/StreamingGameSound.cpp
index 61913ae..28d2d7b 100644
--- a/src/kits/game/StreamingGameSound.cpp
+++ b/src/kits/game/StreamingGameSound.cpp
@@ -25,29 +25,33 @@
 //                                     (data not known beforehand) game sounds.
 
//------------------------------------------------------------------------------
 
-#include "GameSoundDevice.h"
+
 #include "StreamingGameSound.h"
 
+#include "GameSoundDevice.h"
+
 
 BStreamingGameSound::BStreamingGameSound(size_t inBufferFrameCount,
-                                                                               
 const gs_audio_format *format,
-                                                                               
 size_t inBufferCount,
-                                                                               
 BGameSoundDevice *device)
-       :       BGameSound(device),
-               fStreamHook(NULL),
-               fStreamCookie(NULL)
+       const gs_audio_format *format, size_t inBufferCount,
+       BGameSoundDevice *device)
+       :
+       BGameSound(device),
+       fStreamHook(NULL),
+       fStreamCookie(NULL)
 {
        if (InitCheck() == B_OK) {
-               status_t error = SetParameters(inBufferFrameCount, format, 
inBufferCount);
+               status_t error = SetParameters(inBufferFrameCount, format,
+                       inBufferCount);
                SetInitError(error);
-       }       
+       }
 }
 
 
 BStreamingGameSound::BStreamingGameSound(BGameSoundDevice *device)
-       :       BGameSound(device),
-               fStreamHook(NULL),
-               fStreamCookie(NULL)
+       :
+       BGameSound(device),
+       fStreamHook(NULL),
+       fStreamCookie(NULL)
 {
 }
 
@@ -65,12 +69,12 @@ BStreamingGameSound::Clone() const
 
 
 status_t
-BStreamingGameSound::SetStreamHook(void (*hook)(void * inCookie, void * 
inBuffer, size_t inByteCount, BStreamingGameSound * me),
-                                                                  void * 
cookie)
+BStreamingGameSound::SetStreamHook(void (*hook)(void* inCookie, void* inBuffer,
+       size_t inByteCount, BStreamingGameSound * me), void * cookie)
 {
        fStreamHook = hook;
        fStreamCookie = cookie;
-       
+
        return B_OK;
 }
 
@@ -79,20 +83,19 @@ void
 BStreamingGameSound::FillBuffer(void *inBuffer,
                                                                size_t 
inByteCount)
 {
-       if (fStreamHook) 
+       if (fStreamHook)
                (fStreamHook)(fStreamCookie, inBuffer, inByteCount, this);
 }
 
 
 status_t
-BStreamingGameSound::Perform(int32 selector,
-                                                        void *data)
+BStreamingGameSound::Perform(int32 selector, void *data)
 {
        return B_ERROR;
 }

[ *** diff truncated: 30 lines dropped *** ]



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