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Fix documentation regarding bit widths
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@ -118,7 +118,7 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from an array of audio samples
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///
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/// The assumed format of the audio samples is 16 bits signed integer.
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/// The assumed format of the audio samples is 16 bit signed integer.
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///
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/// \param samples Pointer to the array of samples in memory
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/// \param sampleCount Number of samples in the array
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@ -156,7 +156,7 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Get the array of audio samples stored in the buffer
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///
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/// The format of the returned samples is 16 bits signed integer.
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/// The format of the returned samples is 16 bit signed integer.
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/// The total number of samples in this array is given by the
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/// getSampleCount() function.
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///
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@ -310,7 +310,7 @@ private:
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/// \ingroup audio
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///
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/// A sound buffer holds the data of a sound, which is
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/// an array of audio samples. A sample is a 16 bits signed integer
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/// an array of audio samples. A sample is a 16 bit signed integer
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/// that defines the amplitude of the sound at a given time.
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/// The sound is then reconstituted by playing these samples at
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/// a high rate (for example, 44100 samples per second is the
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@ -254,7 +254,7 @@ public:
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/// \brief Get a read-only pointer to the array of pixels
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///
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/// The returned value points to an array of RGBA pixels made of
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/// 8 bits integers components. The size of the array is
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/// 8 bit integer components. The size of the array is
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/// width * height * 4 (getSize().x * getSize().y * 4).
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/// Warning: the returned pointer may become invalid if you
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/// modify the image, so you should never store it for too long.
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@ -305,7 +305,7 @@ private:
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///
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/// sf::Image can handle a unique internal representation of
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/// pixels, which is RGBA 32 bits. This means that a pixel
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/// must be composed of 8 bits red, green, blue and alpha
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/// must be composed of 8 bit red, green, blue and alpha
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/// channels -- just like a sf::Color.
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/// All the functions that return an array of pixels follow
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/// this rule, and all parameters that you pass to sf::Image
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@ -641,7 +641,7 @@ SFML_GRAPHICS_API void swap(Texture& left, Texture& right) noexcept;
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///
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/// Like sf::Image, sf::Texture can handle a unique internal
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/// representation of pixels, which is RGBA 32 bits. This means
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/// that a pixel must be composed of 8 bits red, green, blue and
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/// that a pixel must be composed of 8 bit red, green, blue and
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/// alpha channels -- just like a sf::Color.
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///
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/// When providing texture data from an image file or memory, it can
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@ -176,7 +176,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::uint32_t m_address; //!< Address stored as an unsigned 32 bits integer
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std::uint32_t m_address; //!< Address stored as an unsigned 32 bit integer
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};
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////////////////////////////////////////////////////////////
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@ -596,7 +596,7 @@ Glyph Font::loadGlyph(std::uint32_t codePoint, unsigned int characterSize, bool
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}
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else
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{
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// Pixels are 8 bits gray levels
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// Pixels are 8 bit gray levels
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for (unsigned int y = padding; y < size.y - padding; ++y)
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{
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for (unsigned int x = padding; x < size.x - padding; ++x)
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