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include/SFML/Audio/SoundStream.hpp
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include/SFML/Audio/SoundStream.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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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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#ifndef SFML_SOUNDSTREAM_HPP
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#define SFML_SOUNDSTREAM_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/Sound.hpp>
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#include <SFML/System/Thread.hpp>
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#include <cstdlib>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// SoundStream is a streamed sound, ie samples are acquired
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/// while the sound is playing. Use it for big sounds that would
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/// require hundreds of MB in memory (see Music),
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/// or for streaming sound from the network
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////////////////////////////////////////////////////////////
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class SFML_API SoundStream : private Thread, private Sound
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{
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public :
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using Sound::Status;
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using Sound::Stopped;
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using Sound::Paused;
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using Sound::Playing;
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using Sound::Pause;
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using Sound::SetPitch;
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using Sound::SetVolume;
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using Sound::SetPosition;
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using Sound::SetMinDistance;
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using Sound::SetAttenuation;
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using Sound::GetPitch;
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using Sound::GetVolume;
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using Sound::GetPosition;
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using Sound::GetMinDistance;
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using Sound::GetAttenuation;
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////////////////////////////////////////////////////////////
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/// Structure defining a chunk of audio data to stream
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////////////////////////////////////////////////////////////
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struct Chunk
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{
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const Int16* Samples; ///< Pointer to the audio samples
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std::size_t NbSamples; ///< Number of samples pointed by Samples
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};
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////////////////////////////////////////////////////////////
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/// Virtual destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~SoundStream();
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////////////////////////////////////////////////////////////
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/// Start playing the audio stream
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///
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////////////////////////////////////////////////////////////
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void Play();
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////////////////////////////////////////////////////////////
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/// Stop playing the audio stream
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///
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////////////////////////////////////////////////////////////
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void Stop();
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////////////////////////////////////////////////////////////
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/// Return the number of channels (1 = mono, 2 = stereo)
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///
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/// \return Number of channels
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///
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////////////////////////////////////////////////////////////
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unsigned int GetChannelsCount() const;
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////////////////////////////////////////////////////////////
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/// Get the stream sample rate
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///
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/// \return Stream frequency (number of samples per second)
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///
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////////////////////////////////////////////////////////////
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unsigned int GetSampleRate() const;
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////////////////////////////////////////////////////////////
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/// Get the status of the stream (stopped, paused, playing)
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///
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/// \return Current status of the sound
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///
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////////////////////////////////////////////////////////////
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Status GetStatus() const;
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////////////////////////////////////////////////////////////
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/// Get the current playing position of the stream
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///
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/// \return Current playing position, expressed in seconds
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///
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////////////////////////////////////////////////////////////
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float GetPlayingOffset() const;
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////////////////////////////////////////////////////////////
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/// Set the stream loop state.
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/// This parameter is disabled by default
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///
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/// \param Loop : True to play in loop, false to play once
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///
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////////////////////////////////////////////////////////////
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void SetLoop(bool Loop);
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////////////////////////////////////////////////////////////
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/// Tell whether or not the stream is looping
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///
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/// \return True if the music is looping, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool GetLoop() const;
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protected :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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SoundStream();
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////////////////////////////////////////////////////////////
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/// Set the audio stream parameters, you must call it before Play()
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///
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/// \param ChannelsCount : Number of channels
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/// \param SampleRate : Sample rate
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///
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////////////////////////////////////////////////////////////
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void Initialize(unsigned int ChannelsCount, unsigned int SampleRate);
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private :
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////////////////////////////////////////////////////////////
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/// /see Thread::Run
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///
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////////////////////////////////////////////////////////////
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virtual void Run();
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////////////////////////////////////////////////////////////
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/// Called when the sound restarts
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///
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/// \return If false is returned, the playback is aborted
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///
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////////////////////////////////////////////////////////////
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virtual bool OnStart();
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////////////////////////////////////////////////////////////
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/// Called each time new audio data is needed to feed the stream
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///
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/// \param Data : New chunk of data to stream
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///
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/// \return True to continue playback, false to stop
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///
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////////////////////////////////////////////////////////////
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virtual bool OnGetData(Chunk& Data) = 0;
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////////////////////////////////////////////////////////////
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/// Fill a new buffer with audio data, and push it to the
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/// playing queue
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///
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/// \param Buffer : Buffer to fill
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///
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/// \return True if the derived class has requested to stop
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///
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////////////////////////////////////////////////////////////
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bool FillAndPushBuffer(unsigned int Buffer);
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////////////////////////////////////////////////////////////
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/// Fill the buffers queue with all available buffers
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///
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/// \return True if the derived class has requested to stop
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///
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////////////////////////////////////////////////////////////
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bool FillQueue();
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////////////////////////////////////////////////////////////
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/// Clear the queue of any remaining buffers
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///
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////////////////////////////////////////////////////////////
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void ClearQueue();
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enum {BuffersCount = 3};
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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bool myIsStreaming; ///< Streaming state (true = playing, false = stopped)
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unsigned int myBuffers[BuffersCount]; ///< Sound buffers used to store temporary audio data
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unsigned int myChannelsCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
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unsigned int mySampleRate; ///< Frequency (samples / second)
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unsigned long myFormat; ///< Format of the internal sound buffers
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bool myLoop; ///< Loop flag (true to loop, false to play once)
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unsigned int mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
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};
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} // namespace sf
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#endif // SFML_SOUNDSTREAM_HPP
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