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Update to latest SFML 3 API
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@@ -110,14 +110,14 @@ CSFML_AUDIO_API void sfMusic_destroy(sfMusic* music);
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///
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/// If set, the music will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// sfMusic_setLoop(music, false) is called.
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/// sfMusic_setLooping(music, false) is called.
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/// The default looping state for musics is false.
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///
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/// \param music Music object
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/// \param loop true to play in loop, false to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfMusic_setLoop(sfMusic* music, bool loop);
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CSFML_AUDIO_API void sfMusic_setLooping(sfMusic* music, bool loop);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a music is in loop mode
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@@ -127,7 +127,7 @@ CSFML_AUDIO_API void sfMusic_setLoop(sfMusic* music, bool loop);
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/// \return true if the music is looping, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API bool sfMusic_getLoop(const sfMusic* music);
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CSFML_AUDIO_API bool sfMusic_isLooping(const sfMusic* music);
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////////////////////////////////////////////////////////////
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/// \brief Get the total duration of a music
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@@ -128,14 +128,14 @@ CSFML_AUDIO_API const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound);
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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, false) is called.
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/// sfSound_setLooping(sound, false) 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 true to play in loop, false to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setLoop(sfSound* sound, bool loop);
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CSFML_AUDIO_API void sfSound_setLooping(sfSound* sound, bool loop);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a sound is in loop mode
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@@ -145,7 +145,7 @@ CSFML_AUDIO_API void sfSound_setLoop(sfSound* sound, bool loop);
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/// \return true if the sound is looping, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API bool sfSound_getLoop(const sfSound* sound);
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CSFML_AUDIO_API bool sfSound_isLooping(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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@@ -259,14 +259,14 @@ CSFML_AUDIO_API void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream,
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///
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/// If set, the stream will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// sfSoundStream_setLoop(stream, false) is called.
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/// sfSoundStream_setLooping(stream, false) is called.
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/// The default looping state for sound streams is false.
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///
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/// \param soundStream Sound stream object
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/// \param loop true to play in loop, false to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_setLoop(sfSoundStream* soundStream, bool loop);
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CSFML_AUDIO_API void sfSoundStream_setLooping(sfSoundStream* soundStream, bool loop);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of a sound stream
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@@ -337,7 +337,7 @@ CSFML_AUDIO_API float sfSoundStream_getAttenuation(const sfSoundStream* soundStr
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/// \return true if the music is looping, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API bool sfSoundStream_getLoop(const sfSoundStream* soundStream);
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CSFML_AUDIO_API bool sfSoundStream_isLooping(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of a sound stream
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