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