Split sf::Image into sf::Image and sf::Texture (implements issue #18)
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40 changed files with 1585 additions and 1294 deletions
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@ -52,16 +52,12 @@ public :
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Sound();
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////////////////////////////////////////////////////////////
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/// \brief Construct the sound with parameters
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/// \brief Construct the sound with a buffer
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///
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/// \param buffer Sound buffer containing the audio data to play with the sound
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/// \param loop Should the sound loop?
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/// \param pitch Pitch of the sound
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/// \param volume Volume of the sound, in the range [0, 100]
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/// \param position 3D position of the sound source in the audio scene
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/// \param buffer Sound buffer containing the audio data to play with the sound
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///
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////////////////////////////////////////////////////////////
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Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));
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Sound(const SoundBuffer& buffer);
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////////////////////////////////////////////////////////////
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/// \brief Copy constructor
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@ -301,8 +301,8 @@ private :
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/// The sound is then restituted by playing these samples at
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/// a high rate (for example, 44100 samples per second is the
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/// standard rate used for playing CDs). In short, audio samples
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/// are like image pixels, and a sf::SoundBuffer is similar to
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/// a sf::Image.
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/// are like texture pixels, and a sf::SoundBuffer is similar to
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/// a sf::Texture.
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///
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/// A sound buffer can be loaded from a file (see LoadFromFile()
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/// for the complete list of supported formats), from memory, from
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