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synced 2026-10-26 21:16:13 +01:00
Updated to the new naming convention
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@@ -31,10 +31,10 @@
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////////////////////////////////////////////////////////////
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sfMusic* sfMusic_CreateFromFile(const char* filename)
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sfMusic* sfMusic_createFromFile(const char* filename)
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{
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sfMusic* music = new sfMusic;
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if (!music->This.OpenFromFile(filename))
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if (!music->This.openFromFile(filename))
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{
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delete music;
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music = NULL;
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@@ -45,10 +45,10 @@ sfMusic* sfMusic_CreateFromFile(const char* filename)
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////////////////////////////////////////////////////////////
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sfMusic* sfMusic_CreateFromMemory(const void* data, size_t sizeInBytes)
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sfMusic* sfMusic_createFromMemory(const void* data, size_t sizeInBytes)
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{
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sfMusic* music = new sfMusic;
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if (!music->This.OpenFromMemory(data, sizeInBytes))
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if (!music->This.openFromMemory(data, sizeInBytes))
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{
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delete music;
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music = NULL;
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@@ -59,13 +59,13 @@ sfMusic* sfMusic_CreateFromMemory(const void* data, size_t sizeInBytes)
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////////////////////////////////////////////////////////////
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sfMusic* sfMusic_CreateFromStream(sfInputStream* stream)
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sfMusic* sfMusic_createFromStream(sfInputStream* stream)
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{
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CSFML_CHECK_RETURN(stream, NULL);
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sfMusic* music = new sfMusic;
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music->Stream = CallbackStream(stream);
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if (!music->This.OpenFromStream(music->Stream))
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if (!music->This.openFromStream(music->Stream))
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{
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delete music;
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music = NULL;
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@@ -76,162 +76,162 @@ sfMusic* sfMusic_CreateFromStream(sfInputStream* stream)
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////////////////////////////////////////////////////////////
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void sfMusic_Destroy(sfMusic* music)
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void sfMusic_destroy(sfMusic* music)
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{
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delete music;
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetLoop(sfMusic* music, sfBool loop)
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void sfMusic_setLoop(sfMusic* music, sfBool loop)
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{
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CSFML_CALL(music, SetLoop(loop != 0));
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CSFML_CALL(music, setLoop(loop != 0));
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}
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////////////////////////////////////////////////////////////
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sfBool sfMusic_GetLoop(const sfMusic* music)
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sfBool sfMusic_getLoop(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetLoop(), sfFalse);
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CSFML_CALL_RETURN(music, getLoop(), sfFalse);
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}
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////////////////////////////////////////////////////////////
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sfTime sfMusic_GetDuration(const sfMusic* music)
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sfTime sfMusic_getDuration(const sfMusic* music)
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{
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sfTime time = {0};
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CSFML_CHECK_RETURN(music, time);
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time.Microseconds = music->This.GetDuration().AsMicroseconds();
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time.microseconds = music->This.getDuration().asMicroseconds();
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return time;
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}
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////////////////////////////////////////////////////////////
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void sfMusic_Play(sfMusic* music)
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void sfMusic_play(sfMusic* music)
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{
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CSFML_CALL(music, Play());
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CSFML_CALL(music, play());
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}
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////////////////////////////////////////////////////////////
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void sfMusic_Pause(sfMusic* music)
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void sfMusic_pause(sfMusic* music)
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{
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CSFML_CALL(music, Pause());
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CSFML_CALL(music, pause());
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}
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////////////////////////////////////////////////////////////
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void sfMusic_Stop(sfMusic* music)
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void sfMusic_stop(sfMusic* music)
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{
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CSFML_CALL(music, Stop());
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CSFML_CALL(music, stop());
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}
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////////////////////////////////////////////////////////////
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unsigned int sfMusic_GetChannelCount(const sfMusic* music)
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unsigned int sfMusic_getChannelCount(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetChannelCount(), 0);
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CSFML_CALL_RETURN(music, getChannelCount(), 0);
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}
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////////////////////////////////////////////////////////////
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unsigned int sfMusic_GetSampleRate(const sfMusic* music)
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unsigned int sfMusic_getSampleRate(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetSampleRate(), 0);
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CSFML_CALL_RETURN(music, getSampleRate(), 0);
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}
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////////////////////////////////////////////////////////////
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sfSoundStatus sfMusic_GetStatus(const sfMusic* music)
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sfSoundStatus sfMusic_getStatus(const sfMusic* music)
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{
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CSFML_CHECK_RETURN(music, sfStopped);
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return static_cast<sfSoundStatus>(music->This.GetStatus());
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return static_cast<sfSoundStatus>(music->This.getStatus());
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}
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////////////////////////////////////////////////////////////
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sfTime sfMusic_GetPlayingOffset(const sfMusic* music)
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sfTime sfMusic_getPlayingOffset(const sfMusic* music)
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{
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sfTime time = {0};
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CSFML_CHECK_RETURN(music, time);
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time.Microseconds = music->This.GetPlayingOffset().AsMicroseconds();
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time.microseconds = music->This.getPlayingOffset().asMicroseconds();
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return time;
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetPitch(sfMusic* music, float pitch)
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void sfMusic_setPitch(sfMusic* music, float pitch)
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{
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CSFML_CALL(music, SetPitch(pitch));
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CSFML_CALL(music, setPitch(pitch));
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetVolume(sfMusic* music, float volume)
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void sfMusic_setVolume(sfMusic* music, float volume)
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{
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CSFML_CALL(music, SetVolume(volume));
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CSFML_CALL(music, setVolume(volume));
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetPosition(sfMusic* music, sfVector3f position)
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void sfMusic_setPosition(sfMusic* music, sfVector3f position)
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{
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CSFML_CALL(music, SetPosition(sf::Vector3f(position.x, position.y, position.z)));
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CSFML_CALL(music, setPosition(sf::Vector3f(position.x, position.y, position.z)));
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetRelativeToListener(sfMusic* music, sfBool relative)
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void sfMusic_setRelativeToListener(sfMusic* music, sfBool relative)
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{
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CSFML_CALL(music, SetRelativeToListener(relative == sfTrue));
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CSFML_CALL(music, setRelativeToListener(relative == sfTrue));
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetMinDistance(sfMusic* music, float distance)
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void sfMusic_setMinDistance(sfMusic* music, float distance)
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{
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CSFML_CALL(music, SetMinDistance(distance));
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CSFML_CALL(music, setMinDistance(distance));
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetAttenuation(sfMusic* music, float attenuation)
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void sfMusic_setAttenuation(sfMusic* music, float attenuation)
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{
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CSFML_CALL(music, SetAttenuation(attenuation));
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CSFML_CALL(music, setAttenuation(attenuation));
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}
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////////////////////////////////////////////////////////////
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void sfMusic_SetPlayingOffset(sfMusic* music, sfTime timeOffset)
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void sfMusic_setPlayingOffset(sfMusic* music, sfTime timeOffset)
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{
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CSFML_CALL(music, SetPlayingOffset(sf::Microseconds(timeOffset.Microseconds)));
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CSFML_CALL(music, setPlayingOffset(sf::microseconds(timeOffset.microseconds)));
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}
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////////////////////////////////////////////////////////////
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float sfMusic_GetPitch(const sfMusic* music)
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float sfMusic_getPitch(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetPitch(), 0.f);
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CSFML_CALL_RETURN(music, getPitch(), 0.f);
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}
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////////////////////////////////////////////////////////////
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float sfMusic_GetVolume(const sfMusic* music)
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float sfMusic_getVolume(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetVolume(), 0.f);
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CSFML_CALL_RETURN(music, getVolume(), 0.f);
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}
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////////////////////////////////////////////////////////////
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sfVector3f sfMusic_GetPosition(const sfMusic* music)
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sfVector3f sfMusic_getPosition(const sfMusic* music)
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{
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sfVector3f position = {0, 0, 0};
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CSFML_CHECK_RETURN(music, position);
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sf::Vector3f sfmlPos = music->This.GetPosition();
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sf::Vector3f sfmlPos = music->This.getPosition();
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position.x = sfmlPos.x;
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position.y = sfmlPos.y;
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position.z = sfmlPos.z;
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@@ -241,21 +241,21 @@ sfVector3f sfMusic_GetPosition(const sfMusic* music)
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfBool sfMusic_IsRelativeToListener(const sfMusic* music)
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sfBool sfMusic_isRelativeToListener(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, IsRelativeToListener(), sfFalse);
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CSFML_CALL_RETURN(music, isRelativeToListener(), sfFalse);
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}
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////////////////////////////////////////////////////////////
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float sfMusic_GetMinDistance(const sfMusic* music)
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float sfMusic_getMinDistance(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetMinDistance(), 0.f);
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CSFML_CALL_RETURN(music, getMinDistance(), 0.f);
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}
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////////////////////////////////////////////////////////////
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float sfMusic_GetAttenuation(const sfMusic* music)
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float sfMusic_getAttenuation(const sfMusic* music)
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{
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CSFML_CALL_RETURN(music, GetAttenuation(), 0.f);
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CSFML_CALL_RETURN(music, getAttenuation(), 0.f);
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}
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