diff options
| author | Lioncash <mathew1800@gmail.com> | 2022-09-13 13:50:39 -0400 |
|---|---|---|
| committer | Lioncash <mathew1800@gmail.com> | 2022-09-15 09:47:23 -0400 |
| commit | 2c91fbf7f1384b5cb01e20e4f59e27a1f9bd9a61 (patch) | |
| tree | 3191d4574de640a9f152df2f32cbc47a0458a9b8 /src/audio_core/audio_event.h | |
| parent | 1be456db83393859001b19969b4b359da43d9327 (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.h | 4 |
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; |
