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Fix typos and phrasings
1 parent 9727851 commit 5a6ef75

37 files changed

Lines changed: 101 additions & 101 deletions

src/SFML.Audio/Cone.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -48,7 +48,7 @@ internal Cone(MarshalData data)
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OuterGain = data.OuterGain;
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}
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// Return a marshalled version of the instance, that can directly be passed to the C API
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// Return a marshaled version of the instance, that can directly be passed to the C API
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internal MarshalData Marshal()
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{
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var data = new MarshalData

src/SFML.Audio/EffectProcessor.cs

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Original file line numberDiff line numberDiff line change
@@ -35,11 +35,11 @@ namespace SFML.Audio;
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/// <para/>
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/// Attempting to read more frames than the input frame
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/// count or write more frames than the output frame count
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/// will result in undefined behaviour.
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/// will result in undefined behavior.
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/// <para/>
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/// Attempting to read more frames than the input frame
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/// count or write more frames than the output frame count
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/// will result in undefined behaviour.
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/// will result in undefined behavior.
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/// <para/>
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/// It is important to note that the channel count of the
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/// audio engine currently sourcing data from this sound

src/SFML.Audio/Music.cs

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Original file line numberDiff line numberDiff line change
@@ -424,7 +424,7 @@ public float MinGain
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/// <summary>
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/// Maximum gain of the sound
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/// <para/>
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/// When the sound is closer from the listener than
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/// When the sound is closer to the listener than
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/// the "minimum distance" the attenuated gain is clamped
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/// so it cannot go above the maximum gain value.
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/// </summary>
@@ -546,7 +546,7 @@ public override string ToString()
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/// <summary>
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/// Handle the destruction of the object
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/// </summary>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call?</param>
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////////////////////////////////////////////////////////////
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protected override void Destroy(bool disposing)
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{

src/SFML.Audio/Sound.cs

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Original file line numberDiff line numberDiff line change
@@ -361,7 +361,7 @@ public float MinGain
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/// <summary>
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/// Maximum gain of the sound
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/// <para/>
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/// When the sound is closer from the listener than
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/// When the sound is closer to the listener than
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/// the "minimum distance" the attenuated gain is clamped
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/// so it cannot go above the maximum gain value.
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/// </summary>
@@ -448,7 +448,7 @@ public override string ToString()
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/// <summary>
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/// Handle the destruction of the object
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/// </summary>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call?</param>
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////////////////////////////////////////////////////////////
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protected override void Destroy(bool disposing) => sfSound_destroy(CPointer);
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src/SFML.Audio/SoundBuffer.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -232,7 +232,7 @@ public override string ToString()
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/// <summary>
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/// Handle the destruction of the object
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/// </summary>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call?</param>
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////////////////////////////////////////////////////////////
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protected override void Destroy(bool disposing) => sfSoundBuffer_destroy(CPointer);
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src/SFML.Audio/SoundChannel.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -4,11 +4,11 @@ namespace SFML.Audio;
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/// <summary>
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/// Types of sound channels that can be read/written from sound buffers/files
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/// <para/>
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/// In multi-channel audio, each sound channel can be
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/// In multichannel audio, each sound channel can be
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/// assigned a position. The position of the channel is
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/// used to determine where to place a sound when it
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/// is spatialised. Assigning an incorrect sound channel
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/// will result in multi-channel audio being positioned
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/// will result in multichannel audio being positioned
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/// incorrectly when using spatialisation.
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/// </summary>
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////////////////////////////////////////////////////////////

src/SFML.Audio/SoundStream.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -351,7 +351,7 @@ public float MinGain
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/// <summary>
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/// Maximum gain of the sound
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/// <para/>
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/// When the sound is closer from the listener than
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/// When the sound is closer to the listener than
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/// the "minimum distance" the attenuated gain is clamped
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/// so it cannot go above the maximum gain value.
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/// </summary>

src/SFML.Graphics/BlendMode.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -179,7 +179,7 @@ public readonly bool Equals(BlendMode other) => ColorSrcFactor == other.ColorSrc
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////////////////////////////////////////////////////////////
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/// <summary>
182-
/// Provide a integer describing the object
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/// Provide an integer describing the object
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/// </summary>
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/// <returns>Integer description of the object</returns>
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////////////////////////////////////////////////////////////

src/SFML.Graphics/Color.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -114,7 +114,7 @@ public readonly void Deconstruct(out byte red, out byte green, out byte blue, ou
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Provide a integer describing the object
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/// Provide an integer describing the object
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/// </summary>
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/// <returns>Integer description of the object</returns>
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////////////////////////////////////////////////////////////

src/SFML.Graphics/Font.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ namespace SFML.Graphics;
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/// <summary>
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/// Font is the low-level class for loading and
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/// manipulating character fonts. This class is meant to
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/// be used by String2D
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/// be used by Text.
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/// </summary>
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////////////////////////////////////////////////////////////
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public class Font : ObjectBase
@@ -180,7 +180,7 @@ public Texture GetTexture(uint characterSize)
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/// Enable or disable the smooth filter
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///
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/// When the filter is activated, the font appears smoother
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/// so that pixels are less noticeable. However if you want
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/// so that pixels are less noticeable. However, if you want
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/// the font to look exactly the same as its source file,
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/// you should disable it.
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/// The smooth filter is enabled by default.

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