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Each module now has its own export macro
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@@ -28,7 +28,7 @@
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.h>
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#include <SFML/Audio/Export.h>
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#include <SFML/Audio/SoundStatus.h>
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#include <SFML/Audio/Types.h>
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#include <SFML/System/Time.h>
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@@ -60,7 +60,7 @@ typedef void (*sfSoundStreamSeekCallback)(sfTime, void*); ///<
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/// \return A new sfSoundStream object
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData,
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CSFML_AUDIO_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData,
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sfSoundStreamSeekCallback onSeek,
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unsigned int channelCount,
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unsigned int sampleRate,
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@@ -72,7 +72,7 @@ CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGet
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/// \param soundStream Sound stream to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing a sound stream
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@@ -86,7 +86,7 @@ CSFML_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_Play(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_Play(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Pause a sound stream
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@@ -97,7 +97,7 @@ CSFML_API void sfSoundStream_Play(sfSoundStream* soundStream);
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_Pause(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_Pause(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Stop playing a sound stream
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@@ -109,7 +109,7 @@ CSFML_API void sfSoundStream_Pause(sfSoundStream* soundStream);
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_Stop(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_Stop(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of a sound stream (stopped, paused, playing)
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@@ -119,7 +119,7 @@ CSFML_API void sfSoundStream_Stop(sfSoundStream* soundStream);
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Return the number of channels of a sound stream
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@@ -131,7 +131,7 @@ CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream
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/// \return Number of channels
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///
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////////////////////////////////////////////////////////////
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CSFML_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundStream);
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CSFML_AUDIO_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the sample rate of a sound stream
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@@ -144,7 +144,7 @@ CSFML_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundS
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/// \return Sample rate, in number of samples per second
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///
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////////////////////////////////////////////////////////////
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CSFML_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream);
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CSFML_AUDIO_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of a sound stream
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@@ -159,7 +159,7 @@ CSFML_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStr
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/// \param pitch New pitch to apply to the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
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CSFML_AUDIO_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of a sound stream
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@@ -171,7 +171,7 @@ CSFML_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
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/// \param volume Volume of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume);
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CSFML_AUDIO_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of a sound stream in the audio scene
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@@ -186,7 +186,7 @@ CSFML_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume)
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/// \param z Z coordinate of the position of the stream in the scene
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z);
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CSFML_AUDIO_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Make a sound stream's position relative to the listener or absolute
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@@ -201,7 +201,7 @@ CSFML_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, fl
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/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative);
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CSFML_AUDIO_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of a sound stream
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@@ -217,7 +217,7 @@ CSFML_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, s
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/// \param distance New minimum distance of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance);
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CSFML_AUDIO_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of a sound stream
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@@ -235,7 +235,7 @@ CSFML_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float di
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/// \param attenuation New attenuation factor of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation);
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CSFML_AUDIO_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of a sound stream
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@@ -247,7 +247,7 @@ CSFML_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float at
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/// \param timeOffset New playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
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CSFML_AUDIO_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Set whether or not a sound stream should loop after reaching the end
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@@ -261,7 +261,7 @@ CSFML_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime
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/// \param loop sfTrue to play in loop, sfFalse to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
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CSFML_AUDIO_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of a sound stream
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@@ -271,7 +271,7 @@ CSFML_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
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/// \return Pitch of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of a sound stream
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@@ -281,7 +281,7 @@ CSFML_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
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/// \return Volume of the stream, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of a sound stream in the audio scene
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@@ -292,7 +292,7 @@ CSFML_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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/// \param z Z position of the stream in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z);
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CSFML_AUDIO_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether a sound stream's position is relative to the
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@@ -303,7 +303,7 @@ CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float
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/// \return sfTrue if the position is relative, sfFalse if it's absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of a sound stream
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@@ -313,7 +313,7 @@ CSFML_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundSt
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/// \return Minimum distance of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of a sound stream
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@@ -323,7 +323,7 @@ CSFML_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
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/// \return Attenuation factor of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a sound stream is in loop mode
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@@ -333,7 +333,7 @@ CSFML_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
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/// \return sfTrue if the music is looping, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of a sound stream
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@@ -343,7 +343,7 @@ CSFML_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
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/// \return Current playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfTime sfSoundStream_GetPlayingOffset(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfTime sfSoundStream_GetPlayingOffset(const sfSoundStream* soundStream);
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#endif // SFML_SOUNDSTREAM_H
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