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Some functions were still using the old naming convention
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@@ -61,7 +61,7 @@ typedef void (*sfSoundStreamSeekCallback)(sfTime, void*); ///<
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/// \return A new sfSoundStream object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData,
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CSFML_AUDIO_API sfSoundStream* sfSoundStream_create(sfSoundStreamGetDataCallback onGetData,
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sfSoundStreamSeekCallback onSeek,
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unsigned int channelCount,
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unsigned int sampleRate,
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@@ -73,7 +73,7 @@ CSFML_AUDIO_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback
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/// \param soundStream Sound stream to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_destroy(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing a sound stream
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@@ -87,7 +87,7 @@ CSFML_AUDIO_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_Play(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_play(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Pause a sound stream
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@@ -98,19 +98,19 @@ CSFML_AUDIO_API void sfSoundStream_Play(sfSoundStream* soundStream);
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_Pause(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_pause(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Stop playing a sound stream
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///
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/// This function stops the stream if it was playing or paused,
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/// and does nothing if it was already stopped.
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/// It also resets the playing position (unlike sfSoundStream_Pause).
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/// It also resets the playing position (unlike sfSoundStream_pause).
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///
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_Stop(sfSoundStream* soundStream);
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CSFML_AUDIO_API void sfSoundStream_stop(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of a sound stream (stopped, paused, playing)
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@@ -120,7 +120,7 @@ CSFML_AUDIO_API void sfSoundStream_Stop(sfSoundStream* soundStream);
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfSoundStatus sfSoundStream_getStatus(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Return the number of channels of a sound stream
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@@ -132,7 +132,7 @@ CSFML_AUDIO_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* sound
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/// \return Number of channels
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundStream);
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CSFML_AUDIO_API unsigned int sfSoundStream_getChannelCount(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the sample rate of a sound stream
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@@ -145,7 +145,7 @@ CSFML_AUDIO_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream*
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/// \return Sample rate, in number of samples per second
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream);
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CSFML_AUDIO_API unsigned int sfSoundStream_getSampleRate(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of a sound stream
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@@ -160,7 +160,7 @@ CSFML_AUDIO_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* so
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/// \param pitch New pitch to apply to the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
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CSFML_AUDIO_API void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of a sound stream
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@@ -172,7 +172,7 @@ CSFML_AUDIO_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pi
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/// \param volume Volume of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume);
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CSFML_AUDIO_API void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of a sound stream in the audio scene
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@@ -185,7 +185,7 @@ CSFML_AUDIO_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float v
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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, sfVector3f position);
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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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@@ -200,7 +200,7 @@ CSFML_AUDIO_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, sfVec
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/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative);
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CSFML_AUDIO_API void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, sfBool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of a sound stream
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@@ -216,7 +216,7 @@ CSFML_AUDIO_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStr
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/// \param distance New minimum distance of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance);
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CSFML_AUDIO_API void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of a sound stream
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@@ -234,7 +234,7 @@ CSFML_AUDIO_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, fl
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/// \param attenuation New attenuation factor of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation);
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CSFML_AUDIO_API void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of a sound stream
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@@ -246,21 +246,21 @@ CSFML_AUDIO_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, fl
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/// \param timeOffset New playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
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CSFML_AUDIO_API void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Set whether or not a sound stream should loop after reaching the end
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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, sfFalse) is called.
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/// sfSoundStream_setLoop(stream, sfFalse) 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 sfTrue to play in loop, sfFalse to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
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CSFML_AUDIO_API void sfSoundStream_setLoop(sfSoundStream* soundStream, sfBool loop);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of a sound stream
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@@ -270,7 +270,7 @@ CSFML_AUDIO_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool lo
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/// \return Pitch of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_getPitch(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of a sound stream
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@@ -280,7 +280,7 @@ CSFML_AUDIO_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
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/// \return Volume of the stream, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_getVolume(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of a sound stream in the audio scene
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@@ -290,7 +290,7 @@ CSFML_AUDIO_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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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 sfVector3f sfSoundStream_GetPosition(const sfSoundStream* soundStream);
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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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@@ -301,7 +301,7 @@ CSFML_AUDIO_API sfVector3f sfSoundStream_GetPosition(const sfSoundStream* soundS
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/// \return sfTrue if the position is relative, sfFalse if it's absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfBool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of a sound stream
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@@ -311,7 +311,7 @@ CSFML_AUDIO_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* s
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/// \return Minimum distance of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_getMinDistance(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of a sound stream
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@@ -321,7 +321,7 @@ CSFML_AUDIO_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStr
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/// \return Attenuation factor of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
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CSFML_AUDIO_API float sfSoundStream_getAttenuation(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a sound stream is in loop mode
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@@ -331,7 +331,7 @@ CSFML_AUDIO_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStr
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/// \return sfTrue if the music is looping, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfBool sfSoundStream_getLoop(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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@@ -341,7 +341,7 @@ CSFML_AUDIO_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
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/// \return Current playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfTime sfSoundStream_GetPlayingOffset(const sfSoundStream* soundStream);
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CSFML_AUDIO_API sfTime sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream);
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#endif // SFML_SOUNDSTREAM_H
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