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217 lines
6.5 KiB
C++
217 lines
6.5 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2023 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/SoundStream.h>
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#include <SFML/Audio/SoundStreamStruct.h>
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#include <SFML/Internal.h>
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////////////////////////////////////////////////////////////
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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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void* userData)
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{
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return new sfSoundStream(onGetData, onSeek, channelCount, sampleRate, userData);
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_destroy(sfSoundStream* soundStream)
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{
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delete soundStream;
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_play(sfSoundStream* soundStream)
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{
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CSFML_CALL(soundStream, play());
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_pause(sfSoundStream* soundStream)
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{
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CSFML_CALL(soundStream, pause());
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_stop(sfSoundStream* soundStream)
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{
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CSFML_CALL(soundStream, stop());
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}
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////////////////////////////////////////////////////////////
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sfSoundStatus sfSoundStream_getStatus(const sfSoundStream* soundStream)
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{
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CSFML_CHECK_RETURN(soundStream, sfStopped);
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return static_cast<sfSoundStatus>(soundStream->This.getStatus());
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}
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////////////////////////////////////////////////////////////
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unsigned int sfSoundStream_getChannelCount(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getChannelCount(), 0);
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}
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////////////////////////////////////////////////////////////
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unsigned int sfSoundStream_getSampleRate(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getSampleRate(), 0);
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch)
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{
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CSFML_CALL(soundStream, setPitch(pitch));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume)
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{
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CSFML_CALL(soundStream, setVolume(volume));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setPosition(sfSoundStream* soundStream, sfVector3f position)
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{
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CSFML_CALL(soundStream, setPosition({ position.x, position.y, position.z }));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, bool relative)
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{
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CSFML_CALL(soundStream, setRelativeToListener(relative));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance)
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{
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CSFML_CALL(soundStream, setMinDistance(distance));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation)
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{
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CSFML_CALL(soundStream, setAttenuation(attenuation));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset)
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{
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CSFML_CALL(soundStream, setPlayingOffset(sf::microseconds(timeOffset.microseconds)));
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}
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////////////////////////////////////////////////////////////
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void sfSoundStream_setLoop(sfSoundStream* soundStream, bool loop)
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{
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CSFML_CALL(soundStream, setLoop(loop));
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}
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////////////////////////////////////////////////////////////
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float sfSoundStream_getPitch(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getPitch(), 0.f);
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}
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////////////////////////////////////////////////////////////
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float sfSoundStream_getVolume(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getVolume(), 0.f);
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}
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////////////////////////////////////////////////////////////
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sfVector3f sfSoundStream_getPosition(const sfSoundStream* soundStream)
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{
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sfVector3f position = {0, 0, 0};
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CSFML_CHECK_RETURN(soundStream, position);
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sf::Vector3f sfmlPos = soundStream->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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bool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, isRelativeToListener(), false);
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}
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////////////////////////////////////////////////////////////
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float sfSoundStream_getMinDistance(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getMinDistance(), 0.f);
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}
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////////////////////////////////////////////////////////////
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float sfSoundStream_getAttenuation(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getAttenuation(), 0.f);
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}
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////////////////////////////////////////////////////////////
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bool sfSoundStream_getLoop(const sfSoundStream* soundStream)
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{
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CSFML_CALL_RETURN(soundStream, getLoop(), false);
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}
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////////////////////////////////////////////////////////////
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sfTime sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream)
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{
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sfTime time = {0};
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CSFML_CHECK_RETURN(soundStream, time);
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time.microseconds = soundStream->This.getPlayingOffset().asMicroseconds();
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return time;
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}
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