Changed internal naming convention (local variables now start with a lower case character)
Removed the AudioResource class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
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245 changed files with 7865 additions and 8065 deletions
CSFML/include/SFML/Audio
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@ -44,225 +44,225 @@ CSFML_API sfSound* sfSound_Create();
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////////////////////////////////////////////////////////////
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/// Destroy an existing sound
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///
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/// \param Sound : Sound to delete
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/// \param sound : Sound to delete
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_Destroy(sfSound* Sound);
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CSFML_API void sfSound_Destroy(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Start playing a sound
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///
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/// \param Sound : Sound to play
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/// \param sound : Sound to play
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_Play(sfSound* Sound);
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CSFML_API void sfSound_Play(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Pause a sound
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///
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/// \param Sound : Sound to pause
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/// \param sound : Sound to pause
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_Pause(sfSound* Sound);
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CSFML_API void sfSound_Pause(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Stop playing a sound
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///
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/// \param Sound : Sound to stop
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/// \param sound : Sound to stop
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_Stop(sfSound* Sound);
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CSFML_API void sfSound_Stop(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Bind a sound buffer to a sound
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///
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/// \param Sound : Sound to set the loop state
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/// \param Buffer : Buffer to bind
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/// \param sound : Sound to set the loop state
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/// \param buffer : Buffer to bind
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetBuffer(sfSound* Sound, sfSoundBuffer* Buffer);
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CSFML_API void sfSound_SetBuffer(sfSound* sound, sfSoundBuffer* buffer);
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////////////////////////////////////////////////////////////
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/// Get the sound buffer bound to a sound
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///
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/// \param Sound : Sound to get the buffer from
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/// \param sound : Sound to get the buffer from
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///
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/// \return Pointer to the sound's buffer
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSoundBuffer* sfSound_GetBuffer(sfSound* Sound);
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CSFML_API sfSoundBuffer* sfSound_GetBuffer(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Set a sound loop state
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///
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/// \param Sound : Sound to set the loop state
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/// \param Loop : sfTrue to play in loop, sfFalse to play once
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/// \param sound : Sound to set the loop state
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/// \param loop : sfTrue to play in loop, sfFalse to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetLoop(sfSound* Sound, sfBool Loop);
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CSFML_API void sfSound_SetLoop(sfSound* sound, sfBool loop);
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////////////////////////////////////////////////////////////
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/// Tell whether or not a sound is looping
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///
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/// \param Sound : Sound to get the loop state from
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/// \param sound : Sound to get the loop state from
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///
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/// \return sfTrue if the sound is looping, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfSound_GetLoop(sfSound* Sound);
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CSFML_API sfBool sfSound_GetLoop(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Get the status of a sound (stopped, paused, playing)
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///
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/// \param Sound : Sound to get the status from
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/// \param sound : Sound to get the status from
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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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CSFML_API sfSoundStatus sfSound_GetStatus(sfSound* Sound);
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CSFML_API sfSoundStatus sfSound_GetStatus(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Set the pitch of a sound
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///
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/// \param Sound : Sound to modify
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/// \param Pitch : New pitch
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/// \param sound : Sound to modify
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/// \param pitch : New pitch
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetPitch(sfSound* Sound, float Pitch);
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CSFML_API void sfSound_SetPitch(sfSound* sound, float pitch);
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////////////////////////////////////////////////////////////
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/// Set the volume of a sound
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///
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/// \param Sound : Sound to modify
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/// \param Volume : Volume (in range [0, 100])
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/// \param sound : Sound to modify
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/// \param volume : Volume (in range [0, 100])
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetVolume(sfSound* Sound, float Volume);
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CSFML_API void sfSound_SetVolume(sfSound* sound, float volume);
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////////////////////////////////////////////////////////////
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/// Set the position of a sound
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///
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/// \param Sound : Sound to modify
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/// \param X : X position of the sound in the world
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/// \param Y : Y position of the sound in the world
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/// \param Z : Z position of the sound in the world
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/// \param sound : Sound to modify
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/// \param x : X position of the sound in the world
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/// \param y : Y position of the sound in the world
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/// \param z : Z position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetPosition(sfSound* Sound, float X, float Y, float Z);
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CSFML_API void sfSound_SetPosition(sfSound* sound, float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Make the sound's position relative to the listener's
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/// position, or absolute.
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/// The default value is false (absolute)
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///
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/// \param Sound : Sound to modify
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/// \param Relative : True to set the position relative, false to set it absolute
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/// \param sound : Sound to modify
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/// \param relative : True to set the position relative, false to set it absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetRelativeToListener(sfSound* Sound, sfBool Relative);
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CSFML_API void sfSound_SetRelativeToListener(sfSound* sound, sfBool relative);
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////////////////////////////////////////////////////////////
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/// Set the minimum distance - closer than this distance,
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/// the listener will hear the sound at its maximum volume.
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/// The default minimum distance is 1.0
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///
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/// \param Sound : Sound to modify
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/// \param MinDistance : New minimum distance for the sound
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/// \param sound : Sound to modify
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/// \param distance : New minimum distance for the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetMinDistance(sfSound* Sound, float MinDistance);
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CSFML_API void sfSound_SetMinDistance(sfSound* sound, float distance);
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////////////////////////////////////////////////////////////
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/// Set the attenuation factor - the higher the attenuation, the
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/// more the sound will be attenuated with distance from listener.
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/// The default attenuation factor is 1.0
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///
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/// \param Sound : Sound to modify
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/// \param Attenuation : New attenuation factor for the sound
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/// \param sound : Sound to modify
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/// \param attenuation : New attenuation factor for the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetAttenuation(sfSound* Sound, float Attenuation);
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CSFML_API void sfSound_SetAttenuation(sfSound* sound, float attenuation);
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////////////////////////////////////////////////////////////
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/// Set the current playing position of a sound
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///
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/// \param Sound : Sound to modify
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/// \param TimeOffset : New playing position, expressed in seconds
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/// \param sound : Sound to modify
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/// \param timeOffset : New playing position, expressed in seconds
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetPlayingOffset(sfSound* Sound, float TimeOffset);
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CSFML_API void sfSound_SetPlayingOffset(sfSound* sound, float timeOffset);
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////////////////////////////////////////////////////////////
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/// Get the pitch of a sound
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///
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/// \param Sound : Sound to get the pitch from
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/// \param sound : Sound to get the pitch from
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///
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/// \return Pitch value
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSound_GetPitch(sfSound* Sound);
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CSFML_API float sfSound_GetPitch(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Get the volume of a sound
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///
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/// \param Sound : Sound to get the volume from
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/// \param sound : Sound to get the volume from
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///
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/// \return Volume value (in range [1, 100])
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSound_GetVolume(sfSound* Sound);
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CSFML_API float sfSound_GetVolume(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Get the position of a sound
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///
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/// \param Sound : Sound to get the position from
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/// \param X : X position of the sound in the world
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/// \param Y : Y position of the sound in the world
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/// \param Z : Z position of the sound in the world
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/// \param sound : Sound to get the position from
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/// \param x : X position of the sound in the world
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/// \param y : Y position of the sound in the world
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/// \param z : Z position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_GetPosition(sfSound* Sound, float* X, float* Y, float* Z);
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CSFML_API void sfSound_GetPosition(sfSound* sound, float* x, float* y, float* z);
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////////////////////////////////////////////////////////////
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/// Tell if the sound's position is relative to the listener's
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/// position, or if it's absolute
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///
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/// \param Sound : Sound to check
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/// \param sound : Sound to check
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///
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/// \return sfTrue if the position is relative, sfFalse if it's absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfSound_IsRelativeToListener(sfSound* Sound);
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CSFML_API sfBool sfSound_IsRelativeToListener(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Get the minimum distance of a sound
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///
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/// \param Sound : Sound to get the minimum distance from
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/// \param sound : Sound to get the minimum distance from
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///
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/// \return Minimum distance for the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSound_GetMinDistance(sfSound* Sound);
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CSFML_API float sfSound_GetMinDistance(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Get the attenuation factor of a sound
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///
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/// \param Sound : Sound to get the attenuation factor from
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/// \param sound : Sound to get the attenuation factor from
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///
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/// \return Attenuation factor for the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSound_GetAttenuation(sfSound* Sound);
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CSFML_API float sfSound_GetAttenuation(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// Get the current playing position of a sound
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///
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/// \param Sound : Sound to get the position from
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/// \param sound : Sound to get the position from
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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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CSFML_API float sfSound_GetPlayingOffset(sfSound* Sound);
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CSFML_API float sfSound_GetPlayingOffset(sfSound* sound);
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#endif // SFML_SOUND_H
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