From 55231bb8d3e1a4e2752ac3d444c4287eb0ca4e8b Mon Sep 17 00:00:00 2001 From: void_17 <61356189+void2012@users.noreply.github.com> Date: Fri, 6 Mar 2026 02:11:18 +0700 Subject: Remove AUTO_VAR macro and _toString function (#592) --- Minecraft.Client/PS3/Network/SonyVoiceChat.cpp | 52 +++++++++++++------------- 1 file changed, 26 insertions(+), 26 deletions(-) (limited to 'Minecraft.Client/PS3/Network/SonyVoiceChat.cpp') diff --git a/Minecraft.Client/PS3/Network/SonyVoiceChat.cpp b/Minecraft.Client/PS3/Network/SonyVoiceChat.cpp index 721ddf26..41c52bed 100644 --- a/Minecraft.Client/PS3/Network/SonyVoiceChat.cpp +++ b/Minecraft.Client/PS3/Network/SonyVoiceChat.cpp @@ -74,7 +74,7 @@ void SonyVoiceChat::setEnabled( bool bEnabled ) { if(bEnabled) startStream(); - else + else stopStream(); } sm_bEnabled = bEnabled; @@ -185,18 +185,18 @@ int SonyVoiceChat::eventcb_voiceDetected(CellSysutilAvc2EventId event_id, CellSy UNUSED_VARIABLE( userdata ); // To the upper 32 bits, the room member ID of the player is passed. -// In the lower 32 bits, a value of 0 (mute) or a value between 1 (low volume) -// and 10 (high volume) is passed as the audio signal value when the notification -// method is the level method, or a value of 1 (start of speaking) or 0 (end of speaking) +// In the lower 32 bits, a value of 0 (mute) or a value between 1 (low volume) +// and 10 (high volume) is passed as the audio signal value when the notification +// method is the level method, or a value of 1 (start of speaking) or 0 (end of speaking) // is stored when the notification method is the trigger method. SceNpMatching2RoomMemberId roomMemberID = (SceNpMatching2RoomMemberId)(event_param >> 32); uint32_t volume = (uint32_t)(event_param & 0xffffffff); -// The precision of voice detection is not very high. Since the audio signal values may -// always be relatively high depending on the audio input device and the noise level in the -// room, you should set a large reference value for determining whether or not a player is -// speaking. Relatively good results can be obtained when an audio signal value of at +// The precision of voice detection is not very high. Since the audio signal values may +// always be relatively high depending on the audio input device and the noise level in the +// room, you should set a large reference value for determining whether or not a player is +// speaking. Relatively good results can be obtained when an audio signal value of at // least 9 is used to determine if a player is speaking. bool bTalking = false; if(volume >= 9) @@ -514,7 +514,7 @@ void SonyVoiceChat::do_state_transition( state_transition_table *tbl, int tbl_si } if(bCalledFunc == false) { - assert( (sm_event == AVC_EVENT_NON) || + assert( (sm_event == AVC_EVENT_NON) || (sm_state == AVC_STATE_IDLE && sm_event == AVC_EVENT_EPSILON) ); } } @@ -547,7 +547,7 @@ void SonyVoiceChat::mute( bool bMute ) { if(sm_bLoaded && !sm_bUnloading) { - int err = cellSysutilAvc2SetVoiceMuting(bMute); + int err = cellSysutilAvc2SetVoiceMuting(bMute); assert(err == CELL_OK); } } @@ -576,14 +576,14 @@ bool SonyVoiceChat::isMuted() if(sm_bLoaded && !sm_bUnloading) { uint8_t bMute; - int err = cellSysutilAvc2GetVoiceMuting(&bMute); + int err = cellSysutilAvc2GetVoiceMuting(&bMute); assert(err == CELL_OK); return bMute; } return false; } -bool SonyVoiceChat::isMutedPlayer( const SceNpMatching2RoomMemberId member_id) +bool SonyVoiceChat::isMutedPlayer( const SceNpMatching2RoomMemberId member_id) { if(sm_bLoaded && !sm_bUnloading) { @@ -595,7 +595,7 @@ bool SonyVoiceChat::isMutedPlayer( const SceNpMatching2RoomMemberId member_id) return false; } -bool SonyVoiceChat::isMutedLocalPlayer() +bool SonyVoiceChat::isMutedLocalPlayer() { if(sm_bLoaded && !sm_bUnloading) { @@ -611,10 +611,10 @@ void SonyVoiceChat::setVolume( float vol ) { if(sm_bLoaded && !sm_bUnloading) { - // The volume level can be set to a value in the range 0.0 to 40.0. - // Volume levels are linear values such that if 1.0 is specified, the - // volume level will be 1 times the reference power (0dB), and if 0.5 - // is specified, the volume level will be 0.5 times the reference power + // The volume level can be set to a value in the range 0.0 to 40.0. + // Volume levels are linear values such that if 1.0 is specified, the + // volume level will be 1 times the reference power (0dB), and if 0.5 + // is specified, the volume level will be 0.5 times the reference power // (-6dB). If 0.0 is specified, chat audio will no longer be audible. int err =cellSysutilAvc2SetSpeakerVolumeLevel(vol * 40.0f); @@ -636,8 +636,8 @@ float SonyVoiceChat::getVolume() bool SonyVoiceChat::isTalking( SceNpMatching2RoomMemberId* players_id ) { - AUTO_VAR(it, sm_bTalkingMap.find(*players_id)); - if (it != sm_bTalkingMap.end() ) + auto it = sm_bTalkingMap.find(*players_id); + if (it != sm_bTalkingMap.end() ) return it->second; return false; } @@ -648,11 +648,11 @@ void SonyVoiceChat::setBitRate() return; int numPlayers = sm_pNetworkManager->GetPlayerCount(); -// This internal attribute represents the maximum voice bit rate. attr_param -// is an integer value. The units are bps, and the specifiable values are +// This internal attribute represents the maximum voice bit rate. attr_param +// is an integer value. The units are bps, and the specifiable values are // 4000, 8000, 16000, 20000, 24000, and 28000. The initial value is 28000. - static int bitRates[8] = { 28000, 28000, + static int bitRates[8] = { 28000, 28000, 28000, 28000, 24000, 20000, 16000, 16000}; @@ -686,14 +686,14 @@ const char* getStateString(EAVCState state) { CASE_STR_VALUE(AVC_STATE_IDLE); - CASE_STR_VALUE(AVC_STATE_CHAT_INIT) - CASE_STR_VALUE(AVC_STATE_CHAT_LOAD); + CASE_STR_VALUE(AVC_STATE_CHAT_INIT) + CASE_STR_VALUE(AVC_STATE_CHAT_LOAD); CASE_STR_VALUE(AVC_STATE_CHAT_JOIN); CASE_STR_VALUE(AVC_STATE_CHAT_SESSION_PROCESSING); CASE_STR_VALUE(AVC_STATE_CHAT_LEAVE); CASE_STR_VALUE(AVC_STATE_CHAT_RESET); - CASE_STR_VALUE(AVC_STATE_CHAT_UNLOAD); - CASE_STR_VALUE(AVC_STATE_EXIT); + CASE_STR_VALUE(AVC_STATE_CHAT_UNLOAD); + CASE_STR_VALUE(AVC_STATE_EXIT); default: return "unknown state"; } -- cgit v1.2.3