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Merge pull request #873 from bttelle/master
Fix spelling of 'separate' and 'Separator'
This commit is contained in:
commit
1f419deae2
9 changed files with 9 additions and 9 deletions
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@ -993,7 +993,7 @@ namespace Beefy.theme.dark
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if (columnIdx != 0)
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{
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g.Draw(DarkTheme.sDarkTheme.GetImage(DarkTheme.ImageIdx.Seperator), GS!(-2), mHeaderLabelYOfs);
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g.Draw(DarkTheme.sDarkTheme.GetImage(DarkTheme.ImageIdx.Separator), GS!(-2), mHeaderLabelYOfs);
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}
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if ((mShowColumnGrid) && (columnIdx < mColumns.Count - 1))
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@ -21,7 +21,7 @@ namespace Beefy.theme.dark
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BtnUp,
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BtnOver,
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BtnDown,
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Seperator,
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Separator,
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TabActive,
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TabActiveOver,
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TabInactive,
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@ -1108,7 +1108,7 @@ namespace FMOD
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FMOD_DSP_CONNECTION_TYPE_SIDECHAIN<br>
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----------------------------------<br>
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Sidechain DSPConnection type. Audio is mixed from the input to the output DSP's sidechain buffer, meaning it will NOT be part of the audible signal. A sidechain connection will execute its input DSP if it has not been executed before.<br>
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The purpose of the seperate sidechain buffer in a DSP, is so that the DSP effect can privately access for analysis purposes. An example of use in this case, could be a compressor which analyzes the signal, to control its own effect parameters (ie a compression level or gain).<br>
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The purpose of the separate sidechain buffer in a DSP, is so that the DSP effect can privately access for analysis purposes. An example of use in this case, could be a compressor which analyzes the signal, to control its own effect parameters (ie a compression level or gain).<br>
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<br>
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For the effect developer, to accept sidechain data, the sidechain data will appear in the FMOD_DSP_STATE struct which is passed into the read callback of a DSP unit.<br>
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FMOD_DSP_STATE::sidechaindata and FMOD_DSP::sidechainchannels will hold the mixed result of any sidechain data flowing into it.<br>
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@ -1828,7 +1828,7 @@ namespace FMOD
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The FMOD_DSP_TRANSCEIVER_TRANSMITSPEAKERMODE is only applicable to the transmission format, not the receive format. This means this parameter is ignored in 'receive mode'. This allows receivers to receive at
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the speaker mode of the user's choice. Receiving from a mono channel, is cheaper than receiving from a surround channel for example.
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The 3 speaker modes FMOD_DSP_TRANSCEIVER_SPEAKERMODE_MONO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_STEREO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_SURROUND are stored as seperate buffers in memory for a tranmitter channel.
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The 3 speaker modes FMOD_DSP_TRANSCEIVER_SPEAKERMODE_MONO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_STEREO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_SURROUND are stored as separate buffers in memory for a tranmitter channel.
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To save memory, use 1 common speaker mode for a transmitter.
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The transceiver is double buffered to avoid desyncing of transmitters and receivers. This means there will be a 1 block delay on a receiver, compared to the data sent from a transmitter.
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@ -356,7 +356,7 @@ namespace System.IO
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StringComparison compareType = Environment.IsFileSystemCaseSensitive ? StringComparison.Ordinal : StringComparison.OrdinalIgnoreCase;
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// On seperate drives?
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// On separate drives?
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if (!String.Equals(driveString1, driveString2, compareType))
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{
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outRelPath.Set(fullPath);
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@ -1108,7 +1108,7 @@ namespace FMOD
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FMOD_DSP_CONNECTION_TYPE_SIDECHAIN<br>
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----------------------------------<br>
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Sidechain DSPConnection type. Audio is mixed from the input to the output DSP's sidechain buffer, meaning it will NOT be part of the audible signal. A sidechain connection will execute its input DSP if it has not been executed before.<br>
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The purpose of the seperate sidechain buffer in a DSP, is so that the DSP effect can privately access for analysis purposes. An example of use in this case, could be a compressor which analyzes the signal, to control its own effect parameters (ie a compression level or gain).<br>
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The purpose of the separate sidechain buffer in a DSP, is so that the DSP effect can privately access for analysis purposes. An example of use in this case, could be a compressor which analyzes the signal, to control its own effect parameters (ie a compression level or gain).<br>
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<br>
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For the effect developer, to accept sidechain data, the sidechain data will appear in the FMOD_DSP_STATE struct which is passed into the read callback of a DSP unit.<br>
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FMOD_DSP_STATE::sidechaindata and FMOD_DSP::sidechainchannels will hold the mixed result of any sidechain data flowing into it.<br>
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@ -1829,7 +1829,7 @@ namespace FMOD
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The FMOD_DSP_TRANSCEIVER_TRANSMITSPEAKERMODE is only applicable to the transmission format, not the receive format. This means this parameter is ignored in 'receive mode'. This allows receivers to receive at
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the speaker mode of the user's choice. Receiving from a mono channel, is cheaper than receiving from a surround channel for example.
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The 3 speaker modes FMOD_DSP_TRANSCEIVER_SPEAKERMODE_MONO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_STEREO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_SURROUND are stored as seperate buffers in memory for a tranmitter channel.
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The 3 speaker modes FMOD_DSP_TRANSCEIVER_SPEAKERMODE_MONO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_STEREO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_SURROUND are stored as separate buffers in memory for a tranmitter channel.
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To save memory, use 1 common speaker mode for a transmitter.
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The transceiver is double buffered to avoid desyncing of transmitters and receivers. This means there will be a 1 block delay on a receiver, compared to the data sent from a transmitter.
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@ -1941,7 +1941,7 @@ public:
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BF_AST_TYPE(BfReplaceNode, BfAstNode);
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}; BF_AST_DECL(BfReplaceNode, BfAstNode);
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//TODO: Should we have a seperate BfIdentifierExpression?
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//TODO: Should we have a separate BfIdentifierExpression?
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class BfIdentifierNode : public BfExpression
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{
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public:
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@ -4281,7 +4281,7 @@ bool BfReducer::IsTerminatingExpression(BfAstNode* node)
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chevronDepth++;
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break;
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case BfToken_RChevron:
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// If we find a < and > that are not seperated by parens, that's a generic, which must be a
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// If we find a < and > that are not separated by parens, that's a generic, which must be a
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// variable decl if it's not in parens
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if ((parenDepth == 0) && (chevronDepth > 0))
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return false;
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