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+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_MUSIC_H
+#define SFML_MUSIC_H
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include <SFML/Audio/Export.h>
+#include <SFML/Audio/SoundStatus.h>
+#include <SFML/Audio/Types.h>
+#include <SFML/System/InputStream.h>
+#include <SFML/System/Time.h>
+#include <SFML/System/Vector3.h>
+#include <stddef.h>
+
+
+////////////////////////////////////////////////////////////
+/// \brief Create a new music and load it from a file
+///
+/// This function doesn't start playing the music (call
+/// sfMusic_play to do so).
+/// Here is a complete list of all the supported audio formats:
+/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
+/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
+///
+/// \param filename Path of the music file to open
+///
+/// \return A new sfMusic object (NULL if failed)
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfMusic* sfMusic_createFromFile(const char* filename);
+
+////////////////////////////////////////////////////////////
+/// \brief Create a new music and load it from a file in memory
+///
+/// This function doesn't start playing the music (call
+/// sfMusic_play to do so).
+/// Here is a complete list of all the supported audio formats:
+/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
+/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
+///
+/// \param data Pointer to the file data in memory
+/// \param sizeInBytes Size of the data to load, in bytes
+///
+/// \return A new sfMusic object (NULL if failed)
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfMusic* sfMusic_createFromMemory(const void* data, size_t sizeInBytes);
+
+////////////////////////////////////////////////////////////
+/// \brief Create a new music and load it from a custom stream
+///
+/// This function doesn't start playing the music (call
+/// sfMusic_play to do so).
+/// Here is a complete list of all the supported audio formats:
+/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
+/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
+///
+/// \param stream Source stream to read from
+///
+/// \return A new sfMusic object (NULL if failed)
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfMusic* sfMusic_createFromStream(sfInputStream* stream);
+
+////////////////////////////////////////////////////////////
+/// \brief Destroy a music
+///
+/// \param music Music to destroy
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_destroy(sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Set whether or not a music should loop after reaching the end
+///
+/// If set, the music will restart from beginning after
+/// reaching the end and so on, until it is stopped or
+/// sfMusic_setLoop(music, sfFalse) is called.
+/// The default looping state for musics is false.
+///
+/// \param music Music object
+/// \param loop sfTrue to play in loop, sfFalse to play once
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setLoop(sfMusic* music, sfBool loop);
+
+////////////////////////////////////////////////////////////
+/// \brief Tell whether or not a music is in loop mode
+///
+/// \param music Music object
+///
+/// \return sfTrue if the music is looping, sfFalse otherwise
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfBool sfMusic_getLoop(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the total duration of a music
+///
+/// \param music Music object
+///
+/// \return Music duration
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfTime sfMusic_getDuration(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Start or resume playing a music
+///
+/// This function starts the music if it was stopped, resumes
+/// it if it was paused, and restarts it from beginning if it
+/// was it already playing.
+/// This function uses its own thread so that it doesn't block
+/// the rest of the program while the music is played.
+///
+/// \param music Music object
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_play(sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Pause a music
+///
+/// This function pauses the music if it was playing,
+/// otherwise (music already paused or stopped) it has no effect.
+///
+/// \param music Music object
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_pause(sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Stop playing a music
+///
+/// This function stops the music if it was playing or paused,
+/// and does nothing if it was already stopped.
+/// It also resets the playing position (unlike sfMusic_pause).
+///
+/// \param music Music object
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_stop(sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Return the number of channels of a music
+///
+/// 1 channel means a mono sound, 2 means stereo, etc.
+///
+/// \param music Music object
+///
+/// \return Number of channels
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API unsigned int sfMusic_getChannelCount(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the sample rate of a music
+///
+/// The sample rate is the number of audio samples played per
+/// second. The higher, the better the quality.
+///
+/// \param music Music object
+///
+/// \return Sample rate, in number of samples per second
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API unsigned int sfMusic_getSampleRate(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the current status of a music (stopped, paused, playing)
+///
+/// \param music Music object
+///
+/// \return Current status
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfSoundStatus sfMusic_getStatus(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the current playing position of a music
+///
+/// \param music Music object
+///
+/// \return Current playing position
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfTime sfMusic_getPlayingOffset(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Set the pitch of a music
+///
+/// The pitch represents the perceived fundamental frequency
+/// of a sound; thus you can make a music more acute or grave
+/// by changing its pitch. A side effect of changing the pitch
+/// is to modify the playing speed of the music as well.
+/// The default value for the pitch is 1.
+///
+/// \param music Music object
+/// \param pitch New pitch to apply to the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setPitch(sfMusic* music, float pitch);
+
+////////////////////////////////////////////////////////////
+/// \brief Set the volume of a music
+///
+/// The volume is a value between 0 (mute) and 100 (full volume).
+/// The default value for the volume is 100.
+///
+/// \param music Music object
+/// \param volume Volume of the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setVolume(sfMusic* music, float volume);
+
+////////////////////////////////////////////////////////////
+/// \brief Set the 3D position of a music in the audio scene
+///
+/// Only musics with one channel (mono musics) can be
+/// spatialized.
+/// The default position of a music is (0, 0, 0).
+///
+/// \param music Music object
+/// \param position Position of the music in the scene
+//
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setPosition(sfMusic* music, sfVector3f position);
+
+////////////////////////////////////////////////////////////
+/// \brief Make a musics's position relative to the listener or absolute
+///
+/// Making a music relative to the listener will ensure that it will always
+/// be played the same way regardless the position of the listener.
+/// This can be useful for non-spatialized musics, musics that are
+/// produced by the listener, or musics attached to it.
+/// The default value is false (position is absolute).
+///
+/// \param music Music object
+/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setRelativeToListener(sfMusic* music, sfBool relative);
+
+////////////////////////////////////////////////////////////
+/// \brief Set the minimum distance of a music
+///
+/// The "minimum distance" of a music is the maximum
+/// distance at which it is heard at its maximum volume. Further
+/// than the minimum distance, it will start to fade out according
+/// to its attenuation factor. A value of 0 ("inside the head
+/// of the listener") is an invalid value and is forbidden.
+/// The default value of the minimum distance is 1.
+///
+/// \param music Music object
+/// \param distance New minimum distance of the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setMinDistance(sfMusic* music, float distance);
+
+////////////////////////////////////////////////////////////
+/// \brief Set the attenuation factor of a music
+///
+/// The attenuation is a multiplicative factor which makes
+/// the music more or less loud according to its distance
+/// from the listener. An attenuation of 0 will produce a
+/// non-attenuated music, i.e. its volume will always be the same
+/// whether it is heard from near or from far. On the other hand,
+/// an attenuation value such as 100 will make the music fade out
+/// very quickly as it gets further from the listener.
+/// The default value of the attenuation is 1.
+///
+/// \param music Music object
+/// \param attenuation New attenuation factor of the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setAttenuation(sfMusic* music, float attenuation);
+
+////////////////////////////////////////////////////////////
+/// \brief Change the current playing position of a music
+///
+/// The playing position can be changed when the music is
+/// either paused or playing.
+///
+/// \param music Music object
+/// \param timeOffset New playing position
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API void sfMusic_setPlayingOffset(sfMusic* music, sfTime timeOffset);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the pitch of a music
+///
+/// \param music Music object
+///
+/// \return Pitch of the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API float sfMusic_getPitch(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the volume of a music
+///
+/// \param music Music object
+///
+/// \return Volume of the music, in the range [0, 100]
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API float sfMusic_getVolume(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the 3D position of a music in the audio scene
+///
+/// \param music Music object
+///
+/// \return Position of the music in the world
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfVector3f sfMusic_getPosition(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Tell whether a music's position is relative to the
+/// listener or is absolute
+///
+/// \param music Music object
+///
+/// \return sfTrue if the position is relative, sfFalse if it's absolute
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API sfBool sfMusic_isRelativeToListener(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the minimum distance of a music
+///
+/// \param music Music object
+///
+/// \return Minimum distance of the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API float sfMusic_getMinDistance(const sfMusic* music);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the attenuation factor of a music
+///
+/// \param music Music object
+///
+/// \return Attenuation factor of the music
+///
+////////////////////////////////////////////////////////////
+CSFML_AUDIO_API float sfMusic_getAttenuation(const sfMusic* music);
+
+
+#endif // SFML_MUSIC_H