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Updated to the new naming convention
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@@ -41,7 +41,7 @@
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/// \brief Create a new music and load it from a file
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///
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/// This function doesn't start playing the music (call
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/// sfMusic_Play to do so).
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/// sfMusic_play to do so).
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/// Here is a complete list of all the supported audio formats:
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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@@ -51,13 +51,13 @@
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/// \return A new sfMusic object (NULL if failed)
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfMusic* sfMusic_CreateFromFile(const char* filename);
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CSFML_AUDIO_API sfMusic* sfMusic_createFromFile(const char* filename);
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////////////////////////////////////////////////////////////
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/// \brief Create a new music and load it from a file in memory
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///
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/// This function doesn't start playing the music (call
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/// sfMusic_Play to do so).
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/// sfMusic_play to do so).
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/// Here is a complete list of all the supported audio formats:
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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@@ -68,13 +68,13 @@ CSFML_AUDIO_API sfMusic* sfMusic_CreateFromFile(const char* filename);
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/// \return A new sfMusic object (NULL if failed)
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfMusic* sfMusic_CreateFromMemory(const void* data, size_t sizeInBytes);
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CSFML_AUDIO_API sfMusic* sfMusic_createFromMemory(const void* data, size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// \brief Create a new music and load it from a custom stream
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///
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/// This function doesn't start playing the music (call
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/// sfMusic_Play to do so).
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/// sfMusic_play to do so).
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/// Here is a complete list of all the supported audio formats:
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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@@ -84,7 +84,7 @@ CSFML_AUDIO_API sfMusic* sfMusic_CreateFromMemory(const void* data, size_t sizeI
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/// \return A new sfMusic object (NULL if failed)
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfMusic* sfMusic_CreateFromStream(sfInputStream* stream);
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CSFML_AUDIO_API sfMusic* sfMusic_createFromStream(sfInputStream* stream);
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////////////////////////////////////////////////////////////
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/// \brief Destroy a music
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@@ -92,21 +92,21 @@ CSFML_AUDIO_API sfMusic* sfMusic_CreateFromStream(sfInputStream* stream);
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/// \param music Music to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_Destroy(sfMusic* music);
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CSFML_AUDIO_API void sfMusic_destroy(sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Set whether or not a music should loop after reaching the end
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///
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/// If set, the music will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// sfMusic_SetLoop(music, sfFalse) is called.
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/// sfMusic_setLoop(music, sfFalse) is called.
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/// The default looping state for musics is false.
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///
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/// \param music Music object
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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_AUDIO_API void sfMusic_SetLoop(sfMusic* music, sfBool loop);
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CSFML_AUDIO_API void sfMusic_setLoop(sfMusic* music, sfBool loop);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a music is in loop mode
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@@ -116,7 +116,7 @@ CSFML_AUDIO_API void sfMusic_SetLoop(sfMusic* music, sfBool loop);
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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_AUDIO_API sfBool sfMusic_GetLoop(const sfMusic* music);
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CSFML_AUDIO_API sfBool sfMusic_getLoop(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the total duration of a music
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@@ -126,7 +126,7 @@ CSFML_AUDIO_API sfBool sfMusic_GetLoop(const sfMusic* music);
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/// \return Music duration
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfTime sfMusic_GetDuration(const sfMusic* music);
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CSFML_AUDIO_API sfTime sfMusic_getDuration(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing a music
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@@ -140,7 +140,7 @@ CSFML_AUDIO_API sfTime sfMusic_GetDuration(const sfMusic* music);
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/// \param music Music object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_Play(sfMusic* music);
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CSFML_AUDIO_API void sfMusic_play(sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Pause a music
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@@ -151,7 +151,7 @@ CSFML_AUDIO_API void sfMusic_Play(sfMusic* music);
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/// \param music Music object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_Pause(sfMusic* music);
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CSFML_AUDIO_API void sfMusic_pause(sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Stop playing a music
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@@ -163,7 +163,7 @@ CSFML_AUDIO_API void sfMusic_Pause(sfMusic* music);
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/// \param music Music object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_Stop(sfMusic* music);
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CSFML_AUDIO_API void sfMusic_stop(sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Return the number of channels of a music
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@@ -175,7 +175,7 @@ CSFML_AUDIO_API void sfMusic_Stop(sfMusic* music);
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/// \return Number of channels
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API unsigned int sfMusic_GetChannelCount(const sfMusic* music);
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CSFML_AUDIO_API unsigned int sfMusic_getChannelCount(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the sample rate of a music
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@@ -188,7 +188,7 @@ CSFML_AUDIO_API unsigned int sfMusic_GetChannelCount(const sfMusic* music);
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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_AUDIO_API unsigned int sfMusic_GetSampleRate(const sfMusic* music);
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CSFML_AUDIO_API unsigned int sfMusic_getSampleRate(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of a music (stopped, paused, playing)
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@@ -198,7 +198,7 @@ CSFML_AUDIO_API unsigned int sfMusic_GetSampleRate(const sfMusic* music);
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSoundStatus sfMusic_GetStatus(const sfMusic* music);
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CSFML_AUDIO_API sfSoundStatus sfMusic_getStatus(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of a music
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@@ -208,7 +208,7 @@ CSFML_AUDIO_API sfSoundStatus sfMusic_GetStatus(const sfMusic* music);
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/// \return Current playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfTime sfMusic_GetPlayingOffset(const sfMusic* music);
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CSFML_AUDIO_API sfTime sfMusic_getPlayingOffset(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of a music
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@@ -223,7 +223,7 @@ CSFML_AUDIO_API sfTime sfMusic_GetPlayingOffset(const sfMusic* music);
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/// \param pitch New pitch to apply to the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_SetPitch(sfMusic* music, float pitch);
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CSFML_AUDIO_API void sfMusic_setPitch(sfMusic* music, float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of a music
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@@ -235,7 +235,7 @@ CSFML_AUDIO_API void sfMusic_SetPitch(sfMusic* music, float pitch);
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/// \param volume Volume of the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_SetVolume(sfMusic* music, float volume);
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CSFML_AUDIO_API void sfMusic_setVolume(sfMusic* music, float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of a music in the audio scene
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@@ -248,7 +248,7 @@ CSFML_AUDIO_API void sfMusic_SetVolume(sfMusic* music, float volume);
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/// \param position Position of the music in the scene
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//
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_SetPosition(sfMusic* music, sfVector3f position);
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CSFML_AUDIO_API void sfMusic_setPosition(sfMusic* music, sfVector3f position);
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////////////////////////////////////////////////////////////
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/// \brief Make a musics's position relative to the listener or absolute
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@@ -263,7 +263,7 @@ CSFML_AUDIO_API void sfMusic_SetPosition(sfMusic* music, sfVector3f position);
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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_AUDIO_API void sfMusic_SetRelativeToListener(sfMusic* music, sfBool relative);
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CSFML_AUDIO_API void sfMusic_setRelativeToListener(sfMusic* music, sfBool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of a music
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@@ -279,7 +279,7 @@ CSFML_AUDIO_API void sfMusic_SetRelativeToListener(sfMusic* music, sfBool relati
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/// \param distance New minimum distance of the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_SetMinDistance(sfMusic* music, float distance);
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CSFML_AUDIO_API void sfMusic_setMinDistance(sfMusic* music, float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of a music
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@@ -297,7 +297,7 @@ CSFML_AUDIO_API void sfMusic_SetMinDistance(sfMusic* music, float distance);
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/// \param attenuation New attenuation factor of the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_SetAttenuation(sfMusic* music, float attenuation);
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CSFML_AUDIO_API void sfMusic_setAttenuation(sfMusic* music, float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of a music
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@@ -309,7 +309,7 @@ CSFML_AUDIO_API void sfMusic_SetAttenuation(sfMusic* music, float attenuation);
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/// \param timeOffset New playing position, in milliseconds
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_SetPlayingOffset(sfMusic* music, sfUint32 timeOffset);
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CSFML_AUDIO_API void sfMusic_setPlayingOffset(sfMusic* music, sfUint32 timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of a music
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@@ -319,7 +319,7 @@ CSFML_AUDIO_API void sfMusic_SetPlayingOffset(sfMusic* music, sfUint32 timeOffse
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/// \return Pitch of the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfMusic_GetPitch(const sfMusic* music);
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CSFML_AUDIO_API float sfMusic_getPitch(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of a music
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@@ -329,7 +329,7 @@ CSFML_AUDIO_API float sfMusic_GetPitch(const sfMusic* music);
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/// \return Volume of the music, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfMusic_GetVolume(const sfMusic* music);
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CSFML_AUDIO_API float sfMusic_getVolume(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of a music in the audio scene
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@@ -339,7 +339,7 @@ CSFML_AUDIO_API float sfMusic_GetVolume(const sfMusic* music);
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/// \return Position of the music in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfVector3f sfMusic_GetPosition(const sfMusic* music);
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CSFML_AUDIO_API sfVector3f sfMusic_getPosition(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether a music's position is relative to the
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@@ -350,7 +350,7 @@ CSFML_AUDIO_API sfVector3f sfMusic_GetPosition(const sfMusic* music);
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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_AUDIO_API sfBool sfMusic_IsRelativeToListener(const sfMusic* music);
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CSFML_AUDIO_API sfBool sfMusic_isRelativeToListener(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of a music
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@@ -360,7 +360,7 @@ CSFML_AUDIO_API sfBool sfMusic_IsRelativeToListener(const sfMusic* music);
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/// \return Minimum distance of the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfMusic_GetMinDistance(const sfMusic* music);
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CSFML_AUDIO_API float sfMusic_getMinDistance(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of a music
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@@ -370,7 +370,7 @@ CSFML_AUDIO_API float sfMusic_GetMinDistance(const sfMusic* music);
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/// \return Attenuation factor of the music
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfMusic_GetAttenuation(const sfMusic* music);
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CSFML_AUDIO_API float sfMusic_getAttenuation(const sfMusic* music);
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#endif // SFML_MUSIC_H
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