Now using Vector2 and Vector3 structs in functions

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Laurent Gomila committed 2012-03-09 01:08:08 +01:00
1 parent 69433eb0a4
commit 9d0d0588b2
28 files changed
+566 -608

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+7 -9
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@@ -32,6 +32,7 @@
#include <SFML/Audio/SoundStatus.h>
#include <SFML/Audio/Types.h>
#include <SFML/System/Time.h>
#include <SFML/System/Vector3.h>
////////////////////////////////////////////////////////////
@@ -188,13 +189,11 @@ CSFML_AUDIO_API void sfSound_SetVolume(sfSound* sound, float volume);
/// spatialized.
/// The default position of a sound is (0, 0, 0).
///
/// \param sound Sound object
/// \param x X coordinate of the position of the sound in the scene
/// \param y Y coordinate of the position of the sound in the scene
/// \param z Z coordinate of the position of the sound in the scene
/// \param sound Sound object
/// \param position Position of the sound in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetPosition(sfSound* sound, float x, float y, float z);
CSFML_AUDIO_API void sfSound_SetPosition(sfSound* sound, sfVector3f position);
////////////////////////////////////////////////////////////
/// \brief Make the sound's position relative to the listener or absolute
@@ -281,12 +280,11 @@ CSFML_AUDIO_API float sfSound_GetVolume(const sfSound* sound);
/// \brief Get the 3D position of a sound in the audio scene
///
/// \param sound Sound object
/// \param x X position of the sound in the world
/// \param y Y position of the sound in the world
/// \param z Z position of the sound in the world
///
/// \return Position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_GetPosition(const sfSound* sound, float* x, float* y, float* z);
CSFML_AUDIO_API sfVector3f sfSound_GetPosition(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Tell whether a sound's position is relative to the