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Updated to the new naming convention
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@@ -31,14 +31,14 @@
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////////////////////////////////////////////////////////////
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sfSound* sfSound_Create(void)
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sfSound* sfSound_create(void)
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{
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return new sfSound;
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}
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////////////////////////////////////////////////////////////
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sfSound* sfSound_Copy(sfSound* sound)
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sfSound* sfSound_copy(sfSound* sound)
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{
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CSFML_CHECK_RETURN(sound, NULL);
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@@ -47,46 +47,46 @@ sfSound* sfSound_Copy(sfSound* sound)
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////////////////////////////////////////////////////////////
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void sfSound_Destroy(sfSound* sound)
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void sfSound_destroy(sfSound* sound)
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{
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delete sound;
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}
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////////////////////////////////////////////////////////////
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void sfSound_Play(sfSound* sound)
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void sfSound_play(sfSound* sound)
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{
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CSFML_CALL(sound, Play());
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CSFML_CALL(sound, play());
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}
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////////////////////////////////////////////////////////////
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void sfSound_Pause(sfSound* sound)
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void sfSound_pause(sfSound* sound)
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{
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CSFML_CALL(sound, Pause());
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CSFML_CALL(sound, pause());
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}
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////////////////////////////////////////////////////////////
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void sfSound_Stop(sfSound* sound)
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void sfSound_stop(sfSound* sound)
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{
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CSFML_CALL(sound, Stop());
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CSFML_CALL(sound, stop());
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buffer)
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void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer)
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{
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if (buffer)
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{
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CSFML_CALL(sound, SetBuffer(buffer->This));
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CSFML_CALL(sound, setBuffer(buffer->This));
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sound->Buffer = buffer;
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}
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}
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////////////////////////////////////////////////////////////
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const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound)
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const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound)
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{
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CSFML_CHECK_RETURN(sound, NULL);
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@@ -95,98 +95,98 @@ const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound)
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////////////////////////////////////////////////////////////
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void sfSound_SetLoop(sfSound* sound, sfBool loop)
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void sfSound_setLoop(sfSound* sound, sfBool loop)
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{
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CSFML_CALL(sound, SetLoop(loop == sfTrue));
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CSFML_CALL(sound, setLoop(loop == sfTrue));
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}
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////////////////////////////////////////////////////////////
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sfBool sfSound_GetLoop(const sfSound* sound)
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sfBool sfSound_getLoop(const sfSound* sound)
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{
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CSFML_CALL_RETURN(sound, GetLoop(), sfFalse);
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CSFML_CALL_RETURN(sound, getLoop(), sfFalse);
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}
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////////////////////////////////////////////////////////////
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sfSoundStatus sfSound_GetStatus(const sfSound* sound)
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sfSoundStatus sfSound_getStatus(const sfSound* sound)
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{
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CSFML_CHECK_RETURN(sound, sfStopped);
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return static_cast<sfSoundStatus>(sound->This.GetStatus());
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return static_cast<sfSoundStatus>(sound->This.getStatus());
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetPitch(sfSound* sound, float pitch)
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void sfSound_setPitch(sfSound* sound, float pitch)
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{
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CSFML_CALL(sound, SetPitch(pitch));
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CSFML_CALL(sound, setPitch(pitch));
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetVolume(sfSound* sound, float volume)
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void sfSound_setVolume(sfSound* sound, float volume)
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{
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CSFML_CALL(sound, SetVolume(volume));
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CSFML_CALL(sound, setVolume(volume));
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetPosition(sfSound* sound, sfVector3f position)
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void sfSound_setPosition(sfSound* sound, sfVector3f position)
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{
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CSFML_CALL(sound, SetPosition(sf::Vector3f(position.x, position.y, position.z)));
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CSFML_CALL(sound, setPosition(sf::Vector3f(position.x, position.y, position.z)));
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetRelativeToListener(sfSound* sound, sfBool relative)
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void sfSound_setRelativeToListener(sfSound* sound, sfBool relative)
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{
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CSFML_CALL(sound, SetRelativeToListener(relative == sfTrue));
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CSFML_CALL(sound, setRelativeToListener(relative == sfTrue));
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetMinDistance(sfSound* sound, float distance)
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void sfSound_setMinDistance(sfSound* sound, float distance)
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{
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CSFML_CALL(sound, SetMinDistance(distance));
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CSFML_CALL(sound, setMinDistance(distance));
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetAttenuation(sfSound* sound, float attenuation)
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void sfSound_setAttenuation(sfSound* sound, float attenuation)
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{
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CSFML_CALL(sound, SetAttenuation(attenuation));
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CSFML_CALL(sound, setAttenuation(attenuation));
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}
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////////////////////////////////////////////////////////////
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void sfSound_SetPlayingOffset(sfSound* sound, sfTime timeOffset)
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void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset)
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{
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CSFML_CALL(sound, SetPlayingOffset(sf::Microseconds(timeOffset.Microseconds)));
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CSFML_CALL(sound, setPlayingOffset(sf::microseconds(timeOffset.microseconds)));
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}
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////////////////////////////////////////////////////////////
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float sfSound_GetPitch(const sfSound* sound)
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float sfSound_getPitch(const sfSound* sound)
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{
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CSFML_CALL_RETURN(sound, GetPitch(), 0.f);
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CSFML_CALL_RETURN(sound, getPitch(), 0.f);
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}
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////////////////////////////////////////////////////////////
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float sfSound_GetVolume(const sfSound* sound)
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float sfSound_getVolume(const sfSound* sound)
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{
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CSFML_CALL_RETURN(sound, GetVolume(), 0.f);
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CSFML_CALL_RETURN(sound, getVolume(), 0.f);
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}
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////////////////////////////////////////////////////////////
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sfVector3f sfSound_GetPosition(const sfSound* sound)
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sfVector3f sfSound_getPosition(const sfSound* sound)
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{
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sfVector3f position = {0, 0, 0};
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CSFML_CHECK_RETURN(sound, position);
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sf::Vector3f sfmlPos = sound->This.GetPosition();
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sf::Vector3f sfmlPos = sound->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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@@ -196,32 +196,32 @@ sfVector3f sfSound_GetPosition(const sfSound* sound)
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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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CSFML_CALL_RETURN(sound, IsRelativeToListener(), sfFalse);
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CSFML_CALL_RETURN(sound, isRelativeToListener(), sfFalse);
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}
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////////////////////////////////////////////////////////////
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float sfSound_GetMinDistance(const sfSound* sound)
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float sfSound_getMinDistance(const sfSound* sound)
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{
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CSFML_CALL_RETURN(sound, GetMinDistance(), 0.f);
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CSFML_CALL_RETURN(sound, getMinDistance(), 0.f);
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}
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////////////////////////////////////////////////////////////
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float sfSound_GetAttenuation(const sfSound* sound)
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float sfSound_getAttenuation(const sfSound* sound)
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{
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CSFML_CALL_RETURN(sound, GetAttenuation(), 0.f);
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CSFML_CALL_RETURN(sound, getAttenuation(), 0.f);
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}
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////////////////////////////////////////////////////////////
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sfTime sfSound_GetPlayingOffset(const sfSound* sound)
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sfTime sfSound_getPlayingOffset(const sfSound* sound)
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{
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sfTime time = {0};
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CSFML_CHECK_RETURN(sound, time);
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time.Microseconds = sound->This.GetPlayingOffset().AsMicroseconds();
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time.microseconds = sound->This.getPlayingOffset().asMicroseconds();
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return time;
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}
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