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Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
279 lines
9.9 KiB
C
279 lines
9.9 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 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_SOUND_H
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#define SFML_SOUND_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.h>
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#include <SFML/Audio/SoundStatus.h>
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#include <SFML/Audio/Types.h>
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////////////////////////////////////////////////////////////
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/// Construct a new sound
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///
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/// \return A new sfSound object (NULL if failed)
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSound* sfSound_Create(void);
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////////////////////////////////////////////////////////////
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/// Copy an existing sound
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///
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/// \param sound : Sound to copy
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///
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/// \return Copied object
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfSound* sfSound_Copy(sfSound* sound);
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_SetBuffer(sfSound* sound, const 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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///
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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 const sfSoundBuffer* sfSound_GetBuffer(const 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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///
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////////////////////////////////////////////////////////////
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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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///
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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(const 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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///
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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(const 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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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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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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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 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 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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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/// \return Pitch value
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfSound_GetPitch(const 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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///
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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(const 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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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfSound_GetPosition(const 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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///
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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(const 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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///
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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(const 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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///
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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(const 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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///
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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(const sfSound* sound);
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#endif // SFML_SOUND_H
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