Added rdoc comments to all audio classes.
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1714 4e206d99-4929-0410-ac5d-dfc041789085
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7 changed files with 336 additions and 2 deletions
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@ -37,6 +37,11 @@ static void Sound_Free( sf::Sound *anObject )
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delete anObject;
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}
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/* call-seq:
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* Sound.new() -> sound
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*
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* Creates a new sound instance.
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*/
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static VALUE Sound_Initialize( int argc, VALUE *args, VALUE self )
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{
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sf::Sound *object = NULL;
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@ -86,6 +91,14 @@ static VALUE Sound_Initialize( int argc, VALUE *args, VALUE self )
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return self;
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}
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/* call-seq:
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* sound.play()
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*
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* Start or resume playing the sound.
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*
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* This function starts the sound if it was stopped, resumes it if it was paused, and does nothing it is it already
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* playing. This function uses its own thread so that it doesn't block the rest of the program while the sound is played.
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*/
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static VALUE Sound_Play( VALUE self )
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{
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sf::Sound *object = NULL;
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@ -94,6 +107,13 @@ static VALUE Sound_Play( VALUE self )
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return Qnil;
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}
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/* call-seq:
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* sound.pause()
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*
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* Pause the sound.
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*
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* This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
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*/
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static VALUE Sound_Pause( VALUE self )
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{
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sf::Sound *object = NULL;
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@ -102,6 +122,14 @@ static VALUE Sound_Pause( VALUE self )
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return Qnil;
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}
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/* call-seq:
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* sound.stop()
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*
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* Stop playing the sound.
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*
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* This function stops the sound if it was playing or paused, and does nothing if it was already stopped. It also
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* resets the playing position (unlike pause()).
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*/
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static VALUE Sound_Stop( VALUE self )
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{
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sf::Sound *object = NULL;
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@ -110,6 +138,14 @@ static VALUE Sound_Stop( VALUE self )
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return Qnil;
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}
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/* call-seq:
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* sound.setBuffer( buffer )
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*
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* Set the source buffer containing the audio data to play.
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*
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* It is important to note that the sound buffer is not copied, thus the sf::SoundBuffer instance must remain alive as
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* long as it is attached to the sound.
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*/
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static VALUE Sound_SetBuffer( VALUE self, VALUE aBuffer )
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{
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VALIDATE_CLASS( aBuffer, globalSoundBufferClass, "buffer" );
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@ -122,6 +158,14 @@ static VALUE Sound_SetBuffer( VALUE self, VALUE aBuffer )
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return Qnil;
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}
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/* call-seq:
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* sound.setLoop( loop )
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*
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* Set whether or not the sound should loop after reaching the end.
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*
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* If set, the sound will restart from beginning after reaching the end and so on, until it is stopped or
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* setLoop(false) is called. The default looping state for sound is false.
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*/
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static VALUE Sound_SetLoop( VALUE self, VALUE aLoop )
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{
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sf::Sound *object = NULL;
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@ -141,6 +185,13 @@ static VALUE Sound_SetLoop( VALUE self, VALUE aLoop )
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return Qnil;
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}
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/* call-seq:
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* sound.setPlayingOffset( offset )
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*
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* Change the current playing position of the sound.
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*
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* The playing position can be changed when the sound is either paused or playing.
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*/
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static VALUE Sound_SetPlayingOffset( VALUE self, VALUE aOffset )
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{
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sf::Sound *object = NULL;
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@ -149,11 +200,21 @@ static VALUE Sound_SetPlayingOffset( VALUE self, VALUE aOffset )
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return Qnil;
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}
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/* call-seq:
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* sound.getBuffer() -> buffer
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*
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* Get the audio buffer attached to the sound.
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*/
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static VALUE Sound_GetBuffer( VALUE self )
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{
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return rb_iv_get( self, "@__buffer_ref" );
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}
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/* call-seq:
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* sound.getLoop() -> true or false
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*
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* Tell whether or not the sound is in loop mode.
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*/
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static VALUE Sound_GetLoop( VALUE self )
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{
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sf::Sound *object = NULL;
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@ -168,6 +229,11 @@ static VALUE Sound_GetLoop( VALUE self )
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}
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}
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/* call-seq:
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* sound.getPlayingOffset() -> float
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*
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* Get the current playing position of the sound.
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*/
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static VALUE Sound_GetPlayingOffset( VALUE self )
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{
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sf::Sound *object = NULL;
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@ -175,6 +241,11 @@ static VALUE Sound_GetPlayingOffset( VALUE self )
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return rb_float_new( object->GetPlayingOffset() );
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}
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/* call-seq:
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* sound.getStatus() -> fixnum
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*
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* Get the current status of the sound (stopped, paused, playing).
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*/
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static VALUE Sound_GetStatus( VALUE self )
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{
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sf::Sound *object = NULL;
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@ -182,6 +253,14 @@ static VALUE Sound_GetStatus( VALUE self )
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return INT2FIX( static_cast< int >( object->GetStatus() ) );
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}
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/* call-seq:
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* sound.resetBuffer()
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*
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* Reset the internal buffer of the sound.
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*
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* This function is for internal use only, you don't have to use it. It is called by the SFML::SoundBuffer that this
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* sound uses, when it is destroyed in order to prevent the sound from using a dead buffer.
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*/
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static VALUE Sound_ResetBuffer( VALUE self )
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{
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sf::Sound *object = NULL;
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