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Update to latest SFML 3 API
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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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