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authorLioncash <mathew1800@gmail.com>2022-09-13 13:50:39 -0400
committerLioncash <mathew1800@gmail.com>2022-09-15 09:47:23 -0400
commit2c91fbf7f1384b5cb01e20e4f59e27a1f9bd9a61 (patch)
tree3191d4574de640a9f152df2f32cbc47a0458a9b8 /src/audio_core/audio_event.h
parent1be456db83393859001b19969b4b359da43d9327 (diff)
audio_core: Amend documentation tags
Resolves a wackload of -Wdocumentation warnings due to mismatching tags and whatnot.
Diffstat (limited to 'src/audio_core/audio_event.h')
-rw-r--r--src/audio_core/audio_event.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/audio_core/audio_event.h b/src/audio_core/audio_event.h
index 82dd32dca..012d2ed70 100644
--- a/src/audio_core/audio_event.h
+++ b/src/audio_core/audio_event.h
@@ -14,7 +14,7 @@ namespace AudioCore {
* Responsible for the input/output events, set by the stream backend when buffers are consumed, and
* waited on by the audio manager. These callbacks signal the game's events to keep the audio buffer
* recycling going.
- * In a real Switch this is not a seprate class, and exists entirely within the audio manager.
+ * In a real Switch this is not a separate class, and exists entirely within the audio manager.
* On the Switch it's implemented more simply through a MultiWaitEventHolder, where it can
* wait on multiple events at once, and the events are not needed by the backend.
*/
@@ -81,7 +81,7 @@ public:
void ClearEvents();
private:
- /// Lock, used bythe audio manager
+ /// Lock, used by the audio manager
std::mutex event_lock;
/// Array of events, one per system type (see Type), last event is used to terminate
std::array<std::atomic<bool>, 4> events_signalled;