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Now using Vector2 and Vector3 structs in functions
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@@ -32,6 +32,7 @@
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#include <SFML/Audio/SoundStatus.h>
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#include <SFML/Audio/Types.h>
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#include <SFML/System/Time.h>
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#include <SFML/System/Vector3.h>
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////////////////////////////////////////////////////////////
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@@ -181,12 +182,10 @@ CSFML_AUDIO_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float v
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/// The default position of a stream is (0, 0, 0).
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///
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/// \param soundStream Sound stream object
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/// \param x X coordinate of the position of the stream in the scene
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/// \param y Y coordinate of the position of the stream in the scene
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/// \param z Z coordinate of the position of the stream in the scene
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/// \param position Position of the stream in the scene
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z);
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CSFML_AUDIO_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, sfVector3f position);
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////////////////////////////////////////////////////////////
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/// \brief Make a sound stream's position relative to the listener or absolute
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@@ -287,12 +286,11 @@ CSFML_AUDIO_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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/// \brief Get the 3D position of a sound stream in the audio scene
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///
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/// \param soundStream Sound stream object
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/// \param x X position of the stream in the world
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/// \param y Y position of the stream in the world
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/// \param z Z position of the stream in the world
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///
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/// \return Position of the stream in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z);
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CSFML_AUDIO_API sfVector3f sfSoundStream_GetPosition(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether a sound stream's position is relative to the
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