//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) // // 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 //////////////////////////////////////////////////////////// sfMusic* sfMusic_createFromFile(const char* filename) { sfMusic* music = new sfMusic; if (!music->This.openFromFile(filename)) { delete music; music = NULL; } return music; } //////////////////////////////////////////////////////////// sfMusic* sfMusic_createFromMemory(const void* data, size_t sizeInBytes) { sfMusic* music = new sfMusic; if (!music->This.openFromMemory(data, sizeInBytes)) { delete music; music = NULL; } return music; } //////////////////////////////////////////////////////////// sfMusic* sfMusic_createFromStream(sfInputStream* stream) { CSFML_CHECK_RETURN(stream, NULL); sfMusic* music = new sfMusic; music->Stream = CallbackStream(stream); if (!music->This.openFromStream(music->Stream)) { delete music; music = NULL; } return music; } //////////////////////////////////////////////////////////// void sfMusic_destroy(sfMusic* music) { delete music; } //////////////////////////////////////////////////////////// void sfMusic_setLoop(sfMusic* music, sfBool loop) { CSFML_CALL(music, setLoop(loop != 0)); } //////////////////////////////////////////////////////////// sfBool sfMusic_getLoop(const sfMusic* music) { CSFML_CALL_RETURN(music, getLoop(), sfFalse); } //////////////////////////////////////////////////////////// sfTime sfMusic_getDuration(const sfMusic* music) { sfTime time = {0}; CSFML_CHECK_RETURN(music, time); time.microseconds = music->This.getDuration().asMicroseconds(); return time; } //////////////////////////////////////////////////////////// void sfMusic_play(sfMusic* music) { CSFML_CALL(music, play()); } //////////////////////////////////////////////////////////// void sfMusic_pause(sfMusic* music) { CSFML_CALL(music, pause()); } //////////////////////////////////////////////////////////// void sfMusic_stop(sfMusic* music) { CSFML_CALL(music, stop()); } //////////////////////////////////////////////////////////// unsigned int sfMusic_getChannelCount(const sfMusic* music) { CSFML_CALL_RETURN(music, getChannelCount(), 0); } //////////////////////////////////////////////////////////// unsigned int sfMusic_getSampleRate(const sfMusic* music) { CSFML_CALL_RETURN(music, getSampleRate(), 0); } //////////////////////////////////////////////////////////// sfSoundStatus sfMusic_getStatus(const sfMusic* music) { CSFML_CHECK_RETURN(music, sfStopped); return static_cast(music->This.getStatus()); } //////////////////////////////////////////////////////////// sfTime sfMusic_getPlayingOffset(const sfMusic* music) { sfTime time = {0}; CSFML_CHECK_RETURN(music, time); time.microseconds = music->This.getPlayingOffset().asMicroseconds(); return time; } //////////////////////////////////////////////////////////// void sfMusic_setPitch(sfMusic* music, float pitch) { CSFML_CALL(music, setPitch(pitch)); } //////////////////////////////////////////////////////////// void sfMusic_setVolume(sfMusic* music, float volume) { CSFML_CALL(music, setVolume(volume)); } //////////////////////////////////////////////////////////// void sfMusic_setPosition(sfMusic* music, sfVector3f position) { CSFML_CALL(music, setPosition(sf::Vector3f(position.x, position.y, position.z))); } //////////////////////////////////////////////////////////// void sfMusic_setRelativeToListener(sfMusic* music, sfBool relative) { CSFML_CALL(music, setRelativeToListener(relative == sfTrue)); } //////////////////////////////////////////////////////////// void sfMusic_setMinDistance(sfMusic* music, float distance) { CSFML_CALL(music, setMinDistance(distance)); } //////////////////////////////////////////////////////////// void sfMusic_setAttenuation(sfMusic* music, float attenuation) { CSFML_CALL(music, setAttenuation(attenuation)); } //////////////////////////////////////////////////////////// void sfMusic_setPlayingOffset(sfMusic* music, sfTime timeOffset) { CSFML_CALL(music, setPlayingOffset(sf::microseconds(timeOffset.microseconds))); } //////////////////////////////////////////////////////////// float sfMusic_getPitch(const sfMusic* music) { CSFML_CALL_RETURN(music, getPitch(), 0.f); } //////////////////////////////////////////////////////////// float sfMusic_getVolume(const sfMusic* music) { CSFML_CALL_RETURN(music, getVolume(), 0.f); } //////////////////////////////////////////////////////////// sfVector3f sfMusic_getPosition(const sfMusic* music) { sfVector3f position = {0, 0, 0}; CSFML_CHECK_RETURN(music, position); sf::Vector3f sfmlPos = music->This.getPosition(); position.x = sfmlPos.x; position.y = sfmlPos.y; position.z = sfmlPos.z; return position; } //////////////////////////////////////////////////////////// sfBool sfMusic_isRelativeToListener(const sfMusic* music) { CSFML_CALL_RETURN(music, isRelativeToListener(), sfFalse); } //////////////////////////////////////////////////////////// float sfMusic_getMinDistance(const sfMusic* music) { CSFML_CALL_RETURN(music, getMinDistance(), 0.f); } //////////////////////////////////////////////////////////// float sfMusic_getAttenuation(const sfMusic* music) { CSFML_CALL_RETURN(music, getAttenuation(), 0.f); }