diff --git a/src/effects/Reverb.cpp b/src/effects/Reverb.cpp index dd193043a..a30b31760 100644 --- a/src/effects/Reverb.cpp +++ b/src/effects/Reverb.cpp @@ -316,7 +316,7 @@ void ReverbDialogue::PopulateOrExchange(ShuttleGui & s) { s.SetStretchyCol(2); - mRoomSizeText = s.Id(ID_RoomSize_TEXT).AddSpinCtrl(_("Room Size (%):"), 0, 100, 0); + mRoomSizeText = s.Id(ID_RoomSize_TEXT).AddSpinCtrl(_("&Room Size (%):"), 0, 100, 0); s.SetStyle(wxSL_HORIZONTAL); mRoomSizeWidget = s.Id(ID_RoomSize_WIDGET).AddSlider(wxT(""), 0, 100, 0); @@ -324,35 +324,35 @@ void ReverbDialogue::PopulateOrExchange(ShuttleGui & s) // Then, May 11, 2013, in a thread on [Audacity-quality], subject "Reverb effect", // Steve suggested and Gale seconded renaming it "Pre-delay". // I've changed it only here, in the GUI, and left the rest of the code as *Delay*. - mDelayText = s.Id(ID_Delay_TEXT).AddSpinCtrl(_("Pre-delay (ms):"), 0, 200, 0); + mDelayText = s.Id(ID_Delay_TEXT).AddSpinCtrl(_("&Pre-delay (ms):"), 0, 200, 0); s.SetStyle(wxSL_HORIZONTAL); mDelayWidget = s.Id(ID_Delay_WIDGET).AddSlider(wxT(""), 0, 200, 0); - mReverberanceText = s.Id(ID_Reverberance_TEXT).AddSpinCtrl(_("Reverberance (%):"), 0, 100, 0); + mReverberanceText = s.Id(ID_Reverberance_TEXT).AddSpinCtrl(_("Rever&berance (%):"), 0, 100, 0); s.SetStyle(wxSL_HORIZONTAL); mReverberanceWidget = s.Id(ID_Reverberance_WIDGET).AddSlider(wxT(""), 0, 100, 0); - mHfDampingText = s.Id(ID_HfDamping_TEXT).AddSpinCtrl(_("Damping (%):"), 0, 100, 0); + mHfDampingText = s.Id(ID_HfDamping_TEXT).AddSpinCtrl(_("Da&mping (%):"), 0, 100, 0); s.SetStyle(wxSL_HORIZONTAL); mHfDampingWidget = s.Id(ID_HfDamping_WIDGET).AddSlider(wxT(""), 0, 100, 0); - mToneLowText = s.Id(ID_ToneLow_TEXT).AddSpinCtrl(_("Tone Low (%):"), 0, 100, 0); + mToneLowText = s.Id(ID_ToneLow_TEXT).AddSpinCtrl(_("Tone &Low (%):"), 0, 100, 0); s.SetStyle(wxSL_HORIZONTAL); mToneLowWidget = s.Id(ID_ToneLow_WIDGET).AddSlider(wxT(""), 0, 100, 0); - mToneHighText = s.Id(ID_ToneHigh_TEXT).AddSpinCtrl(_("Tone High (%):"), 0, 100, 0); + mToneHighText = s.Id(ID_ToneHigh_TEXT).AddSpinCtrl(_("Tone &High (%):"), 0, 100, 0); s.SetStyle(wxSL_HORIZONTAL); mToneHighWidget = s.Id(ID_ToneHigh_WIDGET).AddSlider(wxT(""), 0, 100, 0); - mWetGainText = s.Id(ID_WetGain_TEXT).AddSpinCtrl(_("Wet Gain (dB):"), 0, 10, -20); + mWetGainText = s.Id(ID_WetGain_TEXT).AddSpinCtrl(_("We&t Gain (dB):"), 0, 10, -20); s.SetStyle(wxSL_HORIZONTAL); mWetGainWidget = s.Id(ID_WetGain_WIDGET).AddSlider(wxT(""), 0, 10, -20); - mDryGainText = s.Id(ID_DryGain_TEXT).AddSpinCtrl(_("Dry Gain (dB):"), 0, 10, -20); + mDryGainText = s.Id(ID_DryGain_TEXT).AddSpinCtrl(_("Dry &Gain (dB):"), 0, 10, -20); s.SetStyle(wxSL_HORIZONTAL); mDryGainWidget = s.Id(ID_DryGain_WIDGET).AddSlider(wxT(""), 0, 10, -20); - mStereoWidthText = s.Id(ID_StereoWidth_TEXT).AddSpinCtrl(_("Stereo Width (%):"), 0, 100, 0); + mStereoWidthText = s.Id(ID_StereoWidth_TEXT).AddSpinCtrl(_("Stereo Widt&h (%):"), 0, 100, 0); s.SetStyle(wxSL_HORIZONTAL); mStereoWidthWidget = s.Id(ID_StereoWidth_WIDGET).AddSlider(wxT(""), 0, 100, 0); } @@ -360,19 +360,19 @@ void ReverbDialogue::PopulateOrExchange(ShuttleGui & s) s.StartHorizontalLay(wxCENTER, false); { - mWetOnlyWidget = s.Id(ID_WetOnly_WIDGET).AddCheckBox(_("Wet Only"), wxT("false")); + mWetOnlyWidget = s.Id(ID_WetOnly_WIDGET).AddCheckBox(_("Wet O&nly"), wxT("false")); } s.EndHorizontalLay(); s.StartHorizontalLay(wxCENTER); { s.StartStatic(_("Presets:")); { - s.Id(ID_PRESETS), s.AddButton(_("Load")); + s.Id(ID_PRESETS), s.AddButton(_("Lo&ad")); } s.EndStatic(); s.StartStatic(_("User settings:")); { s.StartHorizontalLay(wxCENTER); { - s.Id(ID_LOAD_SETTINGS), s.AddButton(_("Load")); - s.Id(ID_SAVE_SETTINGS), s.AddButton(_("Save")); - s.Id(ID_RENAME_SETTINGS), s.AddButton(_("Rename")); + s.Id(ID_LOAD_SETTINGS), s.AddButton(_("Loa&d")); + s.Id(ID_SAVE_SETTINGS), s.AddButton(_("&Save")); + s.Id(ID_RENAME_SETTINGS), s.AddButton(_("R&ename")); } s.EndHorizontalLay(); } s.EndStatic(); } s.EndHorizontalLay();