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
This commit is contained in:
LaurentGom 2009-07-11 22:17:24 +00:00
parent 7cc00085d8
commit 45b150648d
245 changed files with 7865 additions and 8065 deletions
CSFML/include/SFML/Audio

View file

@ -44,225 +44,225 @@ CSFML_API sfSound* sfSound_Create();
////////////////////////////////////////////////////////////
/// Destroy an existing sound
///
/// \param Sound : Sound to delete
/// \param sound : Sound to delete
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_Destroy(sfSound* Sound);
CSFML_API void sfSound_Destroy(sfSound* sound);
////////////////////////////////////////////////////////////
/// Start playing a sound
///
/// \param Sound : Sound to play
/// \param sound : Sound to play
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_Play(sfSound* Sound);
CSFML_API void sfSound_Play(sfSound* sound);
////////////////////////////////////////////////////////////
/// Pause a sound
///
/// \param Sound : Sound to pause
/// \param sound : Sound to pause
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_Pause(sfSound* Sound);
CSFML_API void sfSound_Pause(sfSound* sound);
////////////////////////////////////////////////////////////
/// Stop playing a sound
///
/// \param Sound : Sound to stop
/// \param sound : Sound to stop
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_Stop(sfSound* Sound);
CSFML_API void sfSound_Stop(sfSound* sound);
////////////////////////////////////////////////////////////
/// Bind a sound buffer to a sound
///
/// \param Sound : Sound to set the loop state
/// \param Buffer : Buffer to bind
/// \param sound : Sound to set the loop state
/// \param buffer : Buffer to bind
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetBuffer(sfSound* Sound, sfSoundBuffer* Buffer);
CSFML_API void sfSound_SetBuffer(sfSound* sound, sfSoundBuffer* buffer);
////////////////////////////////////////////////////////////
/// Get the sound buffer bound to a sound
///
/// \param Sound : Sound to get the buffer from
/// \param sound : Sound to get the buffer from
///
/// \return Pointer to the sound's buffer
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundBuffer* sfSound_GetBuffer(sfSound* Sound);
CSFML_API sfSoundBuffer* sfSound_GetBuffer(sfSound* sound);
////////////////////////////////////////////////////////////
/// Set a sound loop state
///
/// \param Sound : Sound to set the loop state
/// \param Loop : sfTrue to play in loop, sfFalse to play once
/// \param sound : Sound to set the loop state
/// \param loop : sfTrue to play in loop, sfFalse to play once
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetLoop(sfSound* Sound, sfBool Loop);
CSFML_API void sfSound_SetLoop(sfSound* sound, sfBool loop);
////////////////////////////////////////////////////////////
/// Tell whether or not a sound is looping
///
/// \param Sound : Sound to get the loop state from
/// \param sound : Sound to get the loop state from
///
/// \return sfTrue if the sound is looping, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSound_GetLoop(sfSound* Sound);
CSFML_API sfBool sfSound_GetLoop(sfSound* sound);
////////////////////////////////////////////////////////////
/// Get the status of a sound (stopped, paused, playing)
///
/// \param Sound : Sound to get the status from
/// \param sound : Sound to get the status from
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundStatus sfSound_GetStatus(sfSound* Sound);
CSFML_API sfSoundStatus sfSound_GetStatus(sfSound* sound);
////////////////////////////////////////////////////////////
/// Set the pitch of a sound
///
/// \param Sound : Sound to modify
/// \param Pitch : New pitch
/// \param sound : Sound to modify
/// \param pitch : New pitch
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetPitch(sfSound* Sound, float Pitch);
CSFML_API void sfSound_SetPitch(sfSound* sound, float pitch);
////////////////////////////////////////////////////////////
/// Set the volume of a sound
///
/// \param Sound : Sound to modify
/// \param Volume : Volume (in range [0, 100])
/// \param sound : Sound to modify
/// \param volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetVolume(sfSound* Sound, float Volume);
CSFML_API void sfSound_SetVolume(sfSound* sound, float volume);
////////////////////////////////////////////////////////////
/// Set the position of a sound
///
/// \param Sound : Sound to modify
/// \param X : X position of the sound in the world
/// \param Y : Y position of the sound in the world
/// \param Z : Z position of the sound in the world
/// \param sound : Sound to modify
/// \param x : X position of the sound in the world
/// \param y : Y position of the sound in the world
/// \param z : Z position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetPosition(sfSound* Sound, float X, float Y, float Z);
CSFML_API void sfSound_SetPosition(sfSound* sound, float x, float y, float z);
////////////////////////////////////////////////////////////
/// Make the sound's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param Sound : Sound to modify
/// \param Relative : True to set the position relative, false to set it absolute
/// \param sound : Sound to modify
/// \param relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetRelativeToListener(sfSound* Sound, sfBool Relative);
CSFML_API void sfSound_SetRelativeToListener(sfSound* sound, sfBool relative);
////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param Sound : Sound to modify
/// \param MinDistance : New minimum distance for the sound
/// \param sound : Sound to modify
/// \param distance : New minimum distance for the sound
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetMinDistance(sfSound* Sound, float MinDistance);
CSFML_API void sfSound_SetMinDistance(sfSound* sound, float distance);
////////////////////////////////////////////////////////////
/// Set the attenuation factor - the higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default attenuation factor is 1.0
///
/// \param Sound : Sound to modify
/// \param Attenuation : New attenuation factor for the sound
/// \param sound : Sound to modify
/// \param attenuation : New attenuation factor for the sound
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetAttenuation(sfSound* Sound, float Attenuation);
CSFML_API void sfSound_SetAttenuation(sfSound* sound, float attenuation);
////////////////////////////////////////////////////////////
/// Set the current playing position of a sound
///
/// \param Sound : Sound to modify
/// \param TimeOffset : New playing position, expressed in seconds
/// \param sound : Sound to modify
/// \param timeOffset : New playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_SetPlayingOffset(sfSound* Sound, float TimeOffset);
CSFML_API void sfSound_SetPlayingOffset(sfSound* sound, float timeOffset);
////////////////////////////////////////////////////////////
/// Get the pitch of a sound
///
/// \param Sound : Sound to get the pitch from
/// \param sound : Sound to get the pitch from
///
/// \return Pitch value
///
////////////////////////////////////////////////////////////
CSFML_API float sfSound_GetPitch(sfSound* Sound);
CSFML_API float sfSound_GetPitch(sfSound* sound);
////////////////////////////////////////////////////////////
/// Get the volume of a sound
///
/// \param Sound : Sound to get the volume from
/// \param sound : Sound to get the volume from
///
/// \return Volume value (in range [1, 100])
///
////////////////////////////////////////////////////////////
CSFML_API float sfSound_GetVolume(sfSound* Sound);
CSFML_API float sfSound_GetVolume(sfSound* sound);
////////////////////////////////////////////////////////////
/// Get the position of a sound
///
/// \param Sound : Sound to get the position from
/// \param X : X position of the sound in the world
/// \param Y : Y position of the sound in the world
/// \param Z : Z position of the sound in the world
/// \param sound : Sound to get the position from
/// \param x : X position of the sound in the world
/// \param y : Y position of the sound in the world
/// \param z : Z position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfSound_GetPosition(sfSound* Sound, float* X, float* Y, float* Z);
CSFML_API void sfSound_GetPosition(sfSound* sound, float* x, float* y, float* z);
////////////////////////////////////////////////////////////
/// Tell if the sound's position is relative to the listener's
/// position, or if it's absolute
///
/// \param Sound : Sound to check
/// \param sound : Sound to check
///
/// \return sfTrue if the position is relative, sfFalse if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSound_IsRelativeToListener(sfSound* Sound);
CSFML_API sfBool sfSound_IsRelativeToListener(sfSound* sound);
////////////////////////////////////////////////////////////
/// Get the minimum distance of a sound
///
/// \param Sound : Sound to get the minimum distance from
/// \param sound : Sound to get the minimum distance from
///
/// \return Minimum distance for the sound
///
////////////////////////////////////////////////////////////
CSFML_API float sfSound_GetMinDistance(sfSound* Sound);
CSFML_API float sfSound_GetMinDistance(sfSound* sound);
////////////////////////////////////////////////////////////
/// Get the attenuation factor of a sound
///
/// \param Sound : Sound to get the attenuation factor from
/// \param sound : Sound to get the attenuation factor from
///
/// \return Attenuation factor for the sound
///
////////////////////////////////////////////////////////////
CSFML_API float sfSound_GetAttenuation(sfSound* Sound);
CSFML_API float sfSound_GetAttenuation(sfSound* sound);
////////////////////////////////////////////////////////////
/// Get the current playing position of a sound
///
/// \param Sound : Sound to get the position from
/// \param sound : Sound to get the position from
///
/// \return Current playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
CSFML_API float sfSound_GetPlayingOffset(sfSound* Sound);
CSFML_API float sfSound_GetPlayingOffset(sfSound* sound);
#endif // SFML_SOUND_H