//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include //////////////////////////////////////////////////////////// sfSound* sfSound_create(void) { return new sfSound; } //////////////////////////////////////////////////////////// sfSound* sfSound_copy(const sfSound* sound) { CSFML_CHECK_RETURN(sound, NULL); return new sfSound(*sound); } //////////////////////////////////////////////////////////// void sfSound_destroy(sfSound* sound) { delete sound; } //////////////////////////////////////////////////////////// void sfSound_play(sfSound* sound) { CSFML_CALL(sound, play()); } //////////////////////////////////////////////////////////// void sfSound_pause(sfSound* sound) { CSFML_CALL(sound, pause()); } //////////////////////////////////////////////////////////// void sfSound_stop(sfSound* sound) { CSFML_CALL(sound, stop()); } //////////////////////////////////////////////////////////// void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer) { if (buffer) { CSFML_CALL(sound, setBuffer(buffer->This)); sound->Buffer = buffer; } } //////////////////////////////////////////////////////////// const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound) { CSFML_CHECK_RETURN(sound, NULL); return sound->Buffer; } //////////////////////////////////////////////////////////// void sfSound_setLoop(sfSound* sound, sfBool loop) { CSFML_CALL(sound, setLoop(loop == sfTrue)); } //////////////////////////////////////////////////////////// sfBool sfSound_getLoop(const sfSound* sound) { CSFML_CALL_RETURN(sound, getLoop(), sfFalse); } //////////////////////////////////////////////////////////// sfSoundStatus sfSound_getStatus(const sfSound* sound) { CSFML_CHECK_RETURN(sound, sfStopped); return static_cast(sound->This.getStatus()); } //////////////////////////////////////////////////////////// void sfSound_setPitch(sfSound* sound, float pitch) { CSFML_CALL(sound, setPitch(pitch)); } //////////////////////////////////////////////////////////// void sfSound_setVolume(sfSound* sound, float volume) { CSFML_CALL(sound, setVolume(volume)); } //////////////////////////////////////////////////////////// void sfSound_setPosition(sfSound* sound, sfVector3f position) { CSFML_CALL(sound, setPosition(sf::Vector3f(position.x, position.y, position.z))); } //////////////////////////////////////////////////////////// void sfSound_setRelativeToListener(sfSound* sound, sfBool relative) { CSFML_CALL(sound, setRelativeToListener(relative == sfTrue)); } //////////////////////////////////////////////////////////// void sfSound_setMinDistance(sfSound* sound, float distance) { CSFML_CALL(sound, setMinDistance(distance)); } //////////////////////////////////////////////////////////// void sfSound_setAttenuation(sfSound* sound, float attenuation) { CSFML_CALL(sound, setAttenuation(attenuation)); } //////////////////////////////////////////////////////////// void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset) { CSFML_CALL(sound, setPlayingOffset(sf::microseconds(timeOffset.microseconds))); } //////////////////////////////////////////////////////////// float sfSound_getPitch(const sfSound* sound) { CSFML_CALL_RETURN(sound, getPitch(), 0.f); } //////////////////////////////////////////////////////////// float sfSound_getVolume(const sfSound* sound) { CSFML_CALL_RETURN(sound, getVolume(), 0.f); } //////////////////////////////////////////////////////////// sfVector3f sfSound_getPosition(const sfSound* sound) { sfVector3f position = {0, 0, 0}; CSFML_CHECK_RETURN(sound, position); sf::Vector3f sfmlPos = sound->This.getPosition(); position.x = sfmlPos.x; position.y = sfmlPos.y; position.z = sfmlPos.z; return position; } //////////////////////////////////////////////////////////// sfBool sfSound_isRelativeToListener(const sfSound* sound) { CSFML_CALL_RETURN(sound, isRelativeToListener(), sfFalse); } //////////////////////////////////////////////////////////// float sfSound_getMinDistance(const sfSound* sound) { CSFML_CALL_RETURN(sound, getMinDistance(), 0.f); } //////////////////////////////////////////////////////////// float sfSound_getAttenuation(const sfSound* sound) { CSFML_CALL_RETURN(sound, getAttenuation(), 0.f); } //////////////////////////////////////////////////////////// sfTime sfSound_getPlayingOffset(const sfSound* sound) { sfTime time = {0}; CSFML_CHECK_RETURN(sound, time); time.microseconds = sound->This.getPlayingOffset().asMicroseconds(); return time; }