Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
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bindings/d/import/dsfml/audio/sound.d
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bindings/d/import/dsfml/audio/sound.d
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* 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
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* it freely, 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
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* 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
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* source distribution.
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*/
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module dsfml.audio.sound;
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import dsfml.audio.soundbuffer;
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import dsfml.audio.soundsource;
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import dsfml.system.common;
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import dsfml.system.exception;
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import dsfml.system.vector;
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/**
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* Sound defines the properties of the sound such as position,
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* volume, pitch, etc.
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*/
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class Sound : SoundSource!("sfSound")
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{
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/**
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* Default constructor
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*/
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this()
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{
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super();
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}
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/**
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* Construct the sound from its parameters
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*
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* Params:
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* soundbuffer = Sound buffer to play
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* loop = Loop flag (false by default)
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* pitch = Value of the pitch (1 by default)
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* volume = Volume (100 by default)
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* x = X position (0 by default)
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* y = Y position (0 by default)
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* z = Z position (0 by default)
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*
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* Throws:
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* NullParameterException if buffer is null
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*/
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this(SoundBuffer soundbuffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
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{
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if (soundbuffer is null)
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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super();
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buffer = soundbuffer;
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loop = loop;
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pitch = pitch;
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volume = volume;
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setPosition(x, y, z);
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}
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/**
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* Play the sound
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*/
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void play()
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{
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sfSound_Play(m_ptr);
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}
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/**
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* Pause the sound
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*/
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void pause()
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{
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sfSound_Pause(m_ptr);
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}
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/**
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* Stop the sound
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*/
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void stop()
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{
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sfSound_Stop(m_ptr);
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}
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@property
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{
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/**
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* Set the source buffer
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*
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* Params:
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* buffer = New sound buffer to bind to the sound
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*/
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void buffer(SoundBuffer buffer)
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{
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if (buffer is null)
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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m_buffer = buffer;
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sfSound_SetBuffer(m_ptr, buffer.nativePointer);
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}
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/**
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* Set the sound loop state.
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* This parameter is disabled by default
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*
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* Params:
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* loop = True to play in loop, false to play once
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*/
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void loop(bool loop)
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{
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sfSound_SetLoop(m_ptr, loop);
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}
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/**
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* Set the current playing offset of a sound
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*
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* Params:
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* offset = new playing position, expressed in seconds
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*/
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void playingOffset(float offset)
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{
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sfSound_SetPlayingOffset(m_ptr, offset);
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}
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/**
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* Get the source buffer
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*
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* Returns:
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* Sound buffer bound to the sound (can be NULL)
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*/
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SoundBuffer buffer()
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{
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return m_buffer;
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}
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/**
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* Tell whether or not the sound is looping
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*
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* Returns:
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* True if the sound is looping, false otherwise
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*/
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bool loop()
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{
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return cast(bool)(sfSound_GetLoop(m_ptr));
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}
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/**
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* Get the current playing position of the sound
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*
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* Returns:
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* Current playing position, expressed in seconds
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*/
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float playingOffset()
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{
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return sfSound_GetPlayingOffset(m_ptr);
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}
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}
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private:
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SoundBuffer m_buffer;
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// External ====================================================================
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extern (C)
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{
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typedef void function(SFMLClass) pf_sfSound_Play;
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typedef void function(SFMLClass) pf_sfSound_Pause;
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typedef void function(SFMLClass) pf_sfSound_Stop;
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typedef void function(SFMLClass, SFMLClass) pf_sfSound_SetBuffer;
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typedef SFMLClass function(SFMLClass) pf_sfSound_GetBuffer;
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typedef void function(SFMLClass, int) pf_sfSound_SetLoop;
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typedef int function(SFMLClass) pf_sfSound_GetLoop;
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typedef float function(SFMLClass) pf_sfSound_GetPlayingOffset;
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typedef void function(SFMLClass, float) pf_sfSound_SetPlayingOffset;
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static pf_sfSound_Play sfSound_Play;
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static pf_sfSound_Pause sfSound_Pause;
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static pf_sfSound_Stop sfSound_Stop;
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static pf_sfSound_SetBuffer sfSound_SetBuffer;
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static pf_sfSound_GetBuffer sfSound_GetBuffer;
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static pf_sfSound_SetLoop sfSound_SetLoop;
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static pf_sfSound_GetLoop sfSound_GetLoop;
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static pf_sfSound_GetPlayingOffset sfSound_GetPlayingOffset;
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static pf_sfSound_SetPlayingOffset sfSound_SetPlayingOffset;
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}
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static this()
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{
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debug
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DllLoader dll = DllLoader.load("csfml-audio-d");
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else
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DllLoader dll = DllLoader.load("csfml-audio");
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sfSound_Play = cast(pf_sfSound_Play)dll.getSymbol("sfSound_Play");
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sfSound_Pause = cast(pf_sfSound_Pause)dll.getSymbol("sfSound_Pause");
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sfSound_Stop = cast(pf_sfSound_Stop)dll.getSymbol("sfSound_Stop");
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sfSound_SetBuffer = cast(pf_sfSound_SetBuffer)dll.getSymbol("sfSound_SetBuffer");
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sfSound_GetBuffer = cast(pf_sfSound_GetBuffer)dll.getSymbol("sfSound_GetBuffer");
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sfSound_SetLoop = cast(pf_sfSound_SetLoop)dll.getSymbol("sfSound_SetLoop");
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sfSound_GetLoop = cast(pf_sfSound_GetLoop)dll.getSymbol("sfSound_GetLoop");
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sfSound_GetPlayingOffset = cast(pf_sfSound_GetPlayingOffset)dll.getSymbol("sfSound_GetPlayingOffset");
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sfSound_SetPlayingOffset = cast(pf_sfSound_SetPlayingOffset)dll.getSymbol("sfSound_SetPlayingOffset");
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}
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}
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