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Improved API documentation (copied from SFML)
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@@ -34,8 +34,8 @@
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////////////////////////////////////////////////////////////
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/// sfSoundStreamChunk defines the data to fill by the
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/// OnGetData callback
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/// \brief defines the data to fill by the OnGetData callback
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///
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////////////////////////////////////////////////////////////
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typedef struct
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{
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@@ -48,15 +48,15 @@ typedef void (*sfSoundStreamSeekCallback)(sfUint32, void*); ///<
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////////////////////////////////////////////////////////////
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/// Construct a new sound stream
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/// \brief Create a new sound stream
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///
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/// \param onGetData : Function called when the stream needs more data (can't be NULL)
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/// \param onSeek : Function called when the stream seeks (can't be NULL)
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/// \param channelsCount : Number of channels to use (1 = mono, 2 = stereo)
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/// \param sampleRate : Sample rate of the sound (44100 = CD quality)
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/// \param userData : Data to pass to the callback functions
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/// \param onGetData Function called when the stream needs more data (can't be NULL)
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/// \param onSeek Function called when the stream seeks (can't be NULL)
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/// \param channelsCount Number of channels to use (1 = mono, 2 = stereo)
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/// \param sampleRate Sample rate of the sound (44100 = CD quality)
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/// \param userData Data to pass to the callback functions
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///
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/// \return A new sfSoundStream object (NULL if failed)
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/// \return A new sfSoundStream object
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData,
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@@ -66,52 +66,66 @@ CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGet
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void* userData);
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////////////////////////////////////////////////////////////
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/// Destroy an existing sound stream
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/// \brief Destroy a sound stream
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///
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/// \param soundStream : Sound stream to delete
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/// \param soundStream Sound stream to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Start playing a sound stream
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/// \brief Start or resume playing a sound stream
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///
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/// \param soundStream : Sound stream to play
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/// This function starts the stream if it was stopped, resumes
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/// it if it was paused, and restarts it from beginning if it
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/// was it already playing.
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/// This function uses its own thread so that it doesn't block
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/// the rest of the program while the music is played.
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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_API void sfSoundStream_Play(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Pause a sound stream
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/// \brief Pause a sound stream
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///
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/// \param soundStream : Sound stream to pause
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/// This function pauses the stream if it was playing,
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/// otherwise (stream already paused or stopped) it has no effect.
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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_API void sfSoundStream_Pause(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Stop playing a sound stream
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/// \brief Stop playing a sound stream
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///
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/// \param soundStream : Sound stream to stop
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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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///
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/// \param soundStream Sound stream object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_Stop(sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the status of a sound stream (stopped, paused, playing)
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/// \brief Get the current status of a sound stream (stopped, paused, playing)
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///
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/// \param soundStream : Sound stream to get the status from
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/// \param soundStream Sound stream object
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///
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/// \return Current status of the sound stream
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Return the number of channels of a sound stream
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/// (1 = mono, 2 = stereo)
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/// \brief Return the number of channels of a sound stream
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///
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/// \param soundStream : Sound stream to get the channels count from
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/// 1 channel means a mono sound, 2 means stereo, etc.
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///
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/// \param soundStream Sound stream object
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///
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/// \return Number of channels
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///
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@@ -119,131 +133,171 @@ CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream
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CSFML_API unsigned int sfSoundStream_GetChannelsCount(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the sample rate of a sound stream
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/// \brief Get the sample rate of a sound stream
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///
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/// \param soundStream : Sound stream to get the sample rate from
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/// The sample rate is the number of audio samples played per
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/// second. The higher, the better the quality.
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///
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/// \return Stream frequency (number of samples per second)
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/// \param soundStream Sound stream object
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///
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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_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Set the pitch of a sound stream
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/// \brief Set the pitch of a sound stream
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///
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/// \param soundStream : Sound stream to modify
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/// \param pitch : New pitch
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/// The pitch represents the perceived fundamental frequency
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/// of a sound; thus you can make a stream more acute or grave
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/// by changing its pitch. A side effect of changing the pitch
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/// is to modify the playing speed of the stream as well.
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/// The default value for the pitch is 1.
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///
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/// \param soundStream Sound stream object
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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_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
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////////////////////////////////////////////////////////////
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/// Set the volume of a sound stream
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/// \brief Set the volume of a sound stream
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///
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/// \param soundStream : Sound stream to modify
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/// \param volume : Volume (in range [0, 100])
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/// The volume is a value between 0 (mute) and 100 (full volume).
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/// The default value for the volume is 100.
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///
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/// \param soundStream Sound stream object
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/// \param volume Volume of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume);
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////////////////////////////////////////////////////////////
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/// Set the position of a sound stream
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/// \brief Set the 3D position of a sound stream in the audio scene
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///
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/// \param soundStream : Sound stream to modify
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/// \param x : X position of the sound stream in the world
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/// \param y : Y position of the sound stream in the world
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/// \param z : Z position of the sound stream in the world
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/// Only streams with one channel (mono streams) can be
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/// spatialized.
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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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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Make the sound stream's position relative to the listener's
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/// position, or absolute.
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/// The default value is false (absolute)
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/// \brief Make a sound stream's position relative to the listener or absolute
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///
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/// \param soundStream : Sound stream to modify
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/// \param relative : True to set the position relative, false to set it absolute
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/// Making a stream relative to the listener will ensure that it will always
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/// be played the same way regardless the position of the listener.
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/// This can be useful for non-spatialized streams, streams that are
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/// produced by the listener, or streams attached to it.
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/// The default value is false (position is absolute).
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///
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/// \param soundStream Sound stream object
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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_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative);
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////////////////////////////////////////////////////////////
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/// Set the minimum distance - closer than this distance,
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/// the listener will hear the sound stream at its maximum volume.
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/// The default minimum distance is 1.0
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/// \brief Set the minimum distance of a sound stream
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///
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/// \param soundStream : Sound stream to modify
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/// \param distance : New minimum distance for the sound stream
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/// The "minimum distance" of a stream is the maximum
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/// distance at which it is heard at its maximum volume. Further
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/// than the minimum distance, it will start to fade out according
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/// to its attenuation factor. A value of 0 ("inside the head
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/// of the listener") is an invalid value and is forbidden.
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/// The default value of the minimum distance is 1.
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///
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/// \param soundStream Sound stream object
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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_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance);
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////////////////////////////////////////////////////////////
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/// Set the attenuation factor - the higher the attenuation, the
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/// more the sound stream will be attenuated with distance from listener.
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/// The default attenuation factor 1.0
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/// \brief Set the attenuation factor of a sound stream
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///
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/// \param soundStream : Sound stream to modify
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/// \param attenuation : New attenuation factor for the sound stream
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/// The attenuation is a multiplicative factor which makes
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/// the stream more or less loud according to its distance
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/// from the listener. An attenuation of 0 will produce a
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/// non-attenuated stream, i.e. its volume will always be the same
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/// whether it is heard from near or from far. On the other hand,
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/// an attenuation value such as 100 will make the stream fade out
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/// very quickly as it gets further from the listener.
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/// The default value of the attenuation is 1.
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///
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/// \param soundStream Sound stream object
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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_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation);
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////////////////////////////////////////////////////////////
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/// Set the current playing position of a stream
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/// \brief Change the current playing position of a sound stream
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///
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/// \param soundStream : Sound stream to modify
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/// \param timeOffset : New playing position, in milliseconds
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/// The playing position can be changed when the stream is
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/// either paused or playing.
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///
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/// \param soundStream Sound stream object
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/// \param timeOffset New playing position, in milliseconds
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfUint32 timeOffset);
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////////////////////////////////////////////////////////////
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/// Set a stream loop state
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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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/// \param soundStream : Stream to set the loop state
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/// \param loop : sfTrue to play in loop, sfFalse to play once
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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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/// 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_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
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////////////////////////////////////////////////////////////
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/// Get the pitch of a sound stream
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/// \brief Get the pitch of a sound stream
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///
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/// \param soundStream : Sound stream to get the pitch from
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/// \param soundStream Sound stream object
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///
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/// \return Pitch value
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/// \return Pitch of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the volume of a sound stream
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/// \brief Get the volume of a sound stream
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///
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/// \param soundStream : Sound stream to get the volume from
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/// \param soundStream Sound stream object
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///
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/// \return Volume value (in range [1, 100])
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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_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the position of a sound stream
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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 to get the position from
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/// \param x : X position of the sound stream in the world
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/// \param y : Y position of the sound stream in the world
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/// \param z : Z position of the sound stream in the world
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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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////////////////////////////////////////////////////////////
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CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z);
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////////////////////////////////////////////////////////////
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/// Tell if the sound stream's position is relative to the listener's
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/// position, or if it's absolute
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/// \brief Tell whether a sound stream's position is relative to the
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/// listener or is absolute
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///
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/// \param soundStream : Sound stream to check
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/// \param soundStream Sound stream object
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///
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/// \return sfTrue if the position is relative, sfFalse if it's absolute
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///
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@@ -251,39 +305,39 @@ CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float
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CSFML_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the minimum distance of a sound stream
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/// \brief Get the minimum distance of a sound stream
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///
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/// \param soundStream : Sound stream to get the minimum distance from
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/// \param soundStream Sound stream object
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///
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/// \return Minimum distance for the sound stream
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/// \return Minimum distance of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the attenuation factor of a sound stream
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/// \brief Get the attenuation factor of a sound stream
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///
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/// \param soundStream : Sound stream to get the attenuation factor from
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/// \param soundStream Sound stream object
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///
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/// \return Attenuation factor for the sound stream
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/// \return Attenuation factor of the stream
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Tell whether or not a stream is looping
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/// \brief Tell whether or not a sound stream is in loop mode
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///
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/// \param soundStream : Soundstream to get the loop state from
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/// \param soundStream Sound stream object
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///
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/// \return sfTrue if the stream is looping, sfFalse otherwise
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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_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
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////////////////////////////////////////////////////////////
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/// Get the current playing position of a sound stream
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/// \brief Get the current playing position of a sound stream
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///
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/// \param soundStream : Sound stream to get the position from
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/// \param soundStream Sound stream object
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///
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/// \return Current playing position, in milliseconds
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///
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