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Updated to the new naming convention
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@@ -41,7 +41,7 @@
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/// \return A new sfSound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSound* sfSound_Create(void);
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CSFML_AUDIO_API sfSound* sfSound_create(void);
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////////////////////////////////////////////////////////////
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/// \brief Create a new sound by copying an existing one
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@@ -51,7 +51,7 @@ CSFML_AUDIO_API sfSound* sfSound_Create(void);
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/// \return A new sfSound object which is a copy of \a sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSound* sfSound_Copy(sfSound* sound);
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CSFML_AUDIO_API sfSound* sfSound_copy(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Destroy a sound
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@@ -59,7 +59,7 @@ CSFML_AUDIO_API sfSound* sfSound_Copy(sfSound* sound);
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/// \param sound Sound to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_Destroy(sfSound* sound);
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CSFML_AUDIO_API void sfSound_destroy(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing a sound
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@@ -73,7 +73,7 @@ CSFML_AUDIO_API void sfSound_Destroy(sfSound* sound);
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/// \param sound Sound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_Play(sfSound* sound);
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CSFML_AUDIO_API void sfSound_play(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Pause a sound
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@@ -84,19 +84,19 @@ CSFML_AUDIO_API void sfSound_Play(sfSound* sound);
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/// \param sound Sound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_Pause(sfSound* sound);
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CSFML_AUDIO_API void sfSound_pause(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Stop playing a sound
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///
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/// This function stops the sound if it was playing or paused,
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/// and does nothing if it was already stopped.
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/// It also resets the playing position (unlike sfSound_Pause).
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/// It also resets the playing position (unlike sfSound_pause).
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///
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/// \param sound Sound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_Stop(sfSound* sound);
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CSFML_AUDIO_API void sfSound_stop(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Set the source buffer containing the audio data to play
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@@ -109,7 +109,7 @@ CSFML_AUDIO_API void sfSound_Stop(sfSound* sound);
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/// \param buffer Sound buffer to attach to the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buffer);
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CSFML_AUDIO_API void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer);
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////////////////////////////////////////////////////////////
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/// \brief Get the audio buffer attached to a sound
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@@ -119,21 +119,21 @@ CSFML_AUDIO_API void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buff
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/// \return Sound buffer attached to the sound (can be NULL)
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound);
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CSFML_AUDIO_API const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Set whether or not a sound should loop after reaching the end
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///
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/// If set, the sound will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// sfSound_SetLoop(sound, sfFalse) is called.
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/// sfSound_setLoop(sound, sfFalse) is called.
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/// The default looping state for sounds is false.
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///
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/// \param sound Sound 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 sfSound_SetLoop(sfSound* sound, sfBool loop);
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CSFML_AUDIO_API void sfSound_setLoop(sfSound* sound, sfBool loop);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a soud is in loop mode
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@@ -143,7 +143,7 @@ CSFML_AUDIO_API void sfSound_SetLoop(sfSound* sound, sfBool loop);
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/// \return sfTrue if the sound is looping, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfBool sfSound_GetLoop(const sfSound* sound);
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CSFML_AUDIO_API sfBool sfSound_getLoop(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of a sound (stopped, paused, playing)
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@@ -153,7 +153,7 @@ CSFML_AUDIO_API sfBool sfSound_GetLoop(const sfSound* sound);
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSoundStatus sfSound_GetStatus(const sfSound* sound);
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CSFML_AUDIO_API sfSoundStatus sfSound_getStatus(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of a sound
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@@ -168,7 +168,7 @@ CSFML_AUDIO_API sfSoundStatus sfSound_GetStatus(const sfSound* sound);
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/// \param pitch New pitch to apply to the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetPitch(sfSound* sound, float pitch);
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CSFML_AUDIO_API void sfSound_setPitch(sfSound* sound, float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of a sound
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@@ -180,7 +180,7 @@ CSFML_AUDIO_API void sfSound_SetPitch(sfSound* sound, float pitch);
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/// \param volume Volume of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetVolume(sfSound* sound, float volume);
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CSFML_AUDIO_API void sfSound_setVolume(sfSound* sound, float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of a sound in the audio scene
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@@ -193,7 +193,7 @@ CSFML_AUDIO_API void sfSound_SetVolume(sfSound* sound, float volume);
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/// \param position Position of the sound in the scene
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetPosition(sfSound* sound, sfVector3f position);
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CSFML_AUDIO_API void sfSound_setPosition(sfSound* sound, sfVector3f position);
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////////////////////////////////////////////////////////////
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/// \brief Make the sound's position relative to the listener or absolute
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@@ -208,7 +208,7 @@ CSFML_AUDIO_API void sfSound_SetPosition(sfSound* sound, 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 sfSound_SetRelativeToListener(sfSound* sound, sfBool relative);
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CSFML_AUDIO_API void sfSound_setRelativeToListener(sfSound* sound, sfBool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of a sound
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@@ -224,7 +224,7 @@ CSFML_AUDIO_API void sfSound_SetRelativeToListener(sfSound* sound, sfBool relati
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/// \param distance New minimum distance of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetMinDistance(sfSound* sound, float distance);
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CSFML_AUDIO_API void sfSound_setMinDistance(sfSound* sound, float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of a sound
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@@ -242,7 +242,7 @@ CSFML_AUDIO_API void sfSound_SetMinDistance(sfSound* sound, float distance);
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/// \param attenuation New attenuation factor of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetAttenuation(sfSound* sound, float attenuation);
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CSFML_AUDIO_API void sfSound_setAttenuation(sfSound* sound, float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of a sound
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@@ -254,7 +254,7 @@ CSFML_AUDIO_API void sfSound_SetAttenuation(sfSound* sound, float attenuation);
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/// \param timeOffset New playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_SetPlayingOffset(sfSound* sound, sfTime timeOffset);
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CSFML_AUDIO_API void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of a sound
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@@ -264,7 +264,7 @@ CSFML_AUDIO_API void sfSound_SetPlayingOffset(sfSound* sound, sfTime timeOffset)
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/// \return Pitch of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_GetPitch(const sfSound* sound);
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CSFML_AUDIO_API float sfSound_getPitch(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of a sound
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@@ -274,7 +274,7 @@ CSFML_AUDIO_API float sfSound_GetPitch(const sfSound* sound);
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/// \return Volume of the sound, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_GetVolume(const sfSound* sound);
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CSFML_AUDIO_API float sfSound_getVolume(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of a sound in the audio scene
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@@ -284,7 +284,7 @@ CSFML_AUDIO_API float sfSound_GetVolume(const sfSound* sound);
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/// \return Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfVector3f sfSound_GetPosition(const sfSound* sound);
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CSFML_AUDIO_API sfVector3f sfSound_getPosition(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether a sound's position is relative to the
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@@ -295,7 +295,7 @@ CSFML_AUDIO_API sfVector3f sfSound_GetPosition(const sfSound* sound);
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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 sfSound_IsRelativeToListener(const sfSound* sound);
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CSFML_AUDIO_API sfBool sfSound_isRelativeToListener(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of a sound
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@@ -305,7 +305,7 @@ CSFML_AUDIO_API sfBool sfSound_IsRelativeToListener(const sfSound* sound);
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/// \return Minimum distance of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_GetMinDistance(const sfSound* sound);
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CSFML_AUDIO_API float sfSound_getMinDistance(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of a sound
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@@ -315,7 +315,7 @@ CSFML_AUDIO_API float sfSound_GetMinDistance(const sfSound* sound);
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/// \return Attenuation factor of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_GetAttenuation(const sfSound* sound);
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CSFML_AUDIO_API float sfSound_getAttenuation(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of a sound
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@@ -325,7 +325,7 @@ CSFML_AUDIO_API float sfSound_GetAttenuation(const sfSound* sound);
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/// \return Current playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfTime sfSound_GetPlayingOffset(const sfSound* sound);
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CSFML_AUDIO_API sfTime sfSound_getPlayingOffset(const sfSound* sound);
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#endif // SFML_SOUND_H
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