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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_SOUNDSTREAM_H
-#define SFML_SOUNDSTREAM_H
-
-////////////////////////////////////////////////////////////
-// Headers
-////////////////////////////////////////////////////////////
-#include <SFML/Audio/Export.h>
-#include <SFML/Audio/SoundStatus.h>
-#include <SFML/Audio/Types.h>
-#include <SFML/System/Time.h>
-#include <SFML/System/Vector3.h>
-
-
-////////////////////////////////////////////////////////////
-/// \brief defines the data to fill by the OnGetData callback
-///
-////////////////////////////////////////////////////////////
-typedef struct
-{
- sfInt16* samples; ///< Pointer to the audio samples
- unsigned int sampleCount; ///< Number of samples pointed by Samples
-} sfSoundStreamChunk;
-
-typedef sfBool (*sfSoundStreamGetDataCallback)(sfSoundStreamChunk*, void*); ///< Type of the callback used to get a sound stream data
-typedef void (*sfSoundStreamSeekCallback)(sfTime, void*); ///< Type of the callback used to seek in a sound stream
-
-
-////////////////////////////////////////////////////////////
-/// \brief Create a new sound stream
-///
-/// \param onGetData Function called when the stream needs more data (can't be NULL)
-/// \param onSeek Function called when the stream seeks (can't be NULL)
-/// \param channelCount Number of channels to use (1 = mono, 2 = stereo)
-/// \param sampleRate Sample rate of the sound (44100 = CD quality)
-/// \param userData Data to pass to the callback functions
-///
-/// \return A new sfSoundStream object
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API sfSoundStream* sfSoundStream_create(sfSoundStreamGetDataCallback onGetData,
- sfSoundStreamSeekCallback onSeek,
- unsigned int channelCount,
- unsigned int sampleRate,
- void* userData);
-
-////////////////////////////////////////////////////////////
-/// \brief Destroy a sound stream
-///
-/// \param soundStream Sound stream to destroy
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_destroy(sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Start or resume playing a sound stream
-///
-/// This function starts the stream 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 soundStream Sound stream object
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_play(sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Pause a sound stream
-///
-/// This function pauses the stream if it was playing,
-/// otherwise (stream already paused or stopped) it has no effect.
-///
-/// \param soundStream Sound stream object
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_pause(sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Stop playing a sound stream
-///
-/// This function stops the stream if it was playing or paused,
-/// and does nothing if it was already stopped.
-/// It also resets the playing position (unlike sfSoundStream_pause).
-///
-/// \param soundStream Sound stream object
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_stop(sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the current status of a sound stream (stopped, paused, playing)
-///
-/// \param soundStream Sound stream object
-///
-/// \return Current status
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API sfSoundStatus sfSoundStream_getStatus(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Return the number of channels of a sound stream
-///
-/// 1 channel means a mono sound, 2 means stereo, etc.
-///
-/// \param soundStream Sound stream object
-///
-/// \return Number of channels
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API unsigned int sfSoundStream_getChannelCount(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the sample rate of a sound stream
-///
-/// The sample rate is the number of audio samples played per
-/// second. The higher, the better the quality.
-///
-/// \param soundStream Sound stream object
-///
-/// \return Sample rate, in number of samples per second
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API unsigned int sfSoundStream_getSampleRate(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Set the pitch of a sound stream
-///
-/// The pitch represents the perceived fundamental frequency
-/// of a sound; thus you can make a stream more acute or grave
-/// by changing its pitch. A side effect of changing the pitch
-/// is to modify the playing speed of the stream as well.
-/// The default value for the pitch is 1.
-///
-/// \param soundStream Sound stream object
-/// \param pitch New pitch to apply to the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch);
-
-////////////////////////////////////////////////////////////
-/// \brief Set the volume of a sound stream
-///
-/// The volume is a value between 0 (mute) and 100 (full volume).
-/// The default value for the volume is 100.
-///
-/// \param soundStream Sound stream object
-/// \param volume Volume of the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume);
-
-////////////////////////////////////////////////////////////
-/// \brief Set the 3D position of a sound stream in the audio scene
-///
-/// Only streams with one channel (mono streams) can be
-/// spatialized.
-/// The default position of a stream is (0, 0, 0).
-///
-/// \param soundStream Sound stream object
-/// \param position Position of the stream in the scene
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setPosition(sfSoundStream* soundStream, sfVector3f position);
-
-////////////////////////////////////////////////////////////
-/// \brief Make a sound stream's position relative to the listener or absolute
-///
-/// Making a stream 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 streams, streams that are
-/// produced by the listener, or streams attached to it.
-/// The default value is false (position is absolute).
-///
-/// \param soundStream Sound stream object
-/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, sfBool relative);
-
-////////////////////////////////////////////////////////////
-/// \brief Set the minimum distance of a sound stream
-///
-/// The "minimum distance" of a stream 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 soundStream Sound stream object
-/// \param distance New minimum distance of the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance);
-
-////////////////////////////////////////////////////////////
-/// \brief Set the attenuation factor of a sound stream
-///
-/// The attenuation is a multiplicative factor which makes
-/// the stream more or less loud according to its distance
-/// from the listener. An attenuation of 0 will produce a
-/// non-attenuated stream, 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 stream fade out
-/// very quickly as it gets further from the listener.
-/// The default value of the attenuation is 1.
-///
-/// \param soundStream Sound stream object
-/// \param attenuation New attenuation factor of the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation);
-
-////////////////////////////////////////////////////////////
-/// \brief Change the current playing position of a sound stream
-///
-/// The playing position can be changed when the stream is
-/// either paused or playing.
-///
-/// \param soundStream Sound stream object
-/// \param timeOffset New playing position
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
-
-////////////////////////////////////////////////////////////
-/// \brief Set whether or not a sound stream should loop after reaching the end
-///
-/// If set, the stream will restart from beginning after
-/// reaching the end and so on, until it is stopped or
-/// sfSoundStream_setLoop(stream, sfFalse) is called.
-/// The default looping state for sound streams is false.
-///
-/// \param soundStream Sound stream object
-/// \param loop sfTrue to play in loop, sfFalse to play once
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API void sfSoundStream_setLoop(sfSoundStream* soundStream, sfBool loop);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the pitch of a sound stream
-///
-/// \param soundStream Sound stream object
-///
-/// \return Pitch of the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API float sfSoundStream_getPitch(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the volume of a sound stream
-///
-/// \param soundStream Sound stream object
-///
-/// \return Volume of the stream, in the range [0, 100]
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API float sfSoundStream_getVolume(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the 3D position of a sound stream in the audio scene
-///
-/// \param soundStream Sound stream object
-///
-/// \return Position of the stream in the world
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API sfVector3f sfSoundStream_getPosition(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Tell whether a sound stream's position is relative to the
-/// listener or is absolute
-///
-/// \param soundStream Sound stream object
-///
-/// \return sfTrue if the position is relative, sfFalse if it's absolute
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API sfBool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the minimum distance of a sound stream
-///
-/// \param soundStream Sound stream object
-///
-/// \return Minimum distance of the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API float sfSoundStream_getMinDistance(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the attenuation factor of a sound stream
-///
-/// \param soundStream Sound stream object
-///
-/// \return Attenuation factor of the stream
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API float sfSoundStream_getAttenuation(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Tell whether or not a sound stream is in loop mode
-///
-/// \param soundStream Sound stream object
-///
-/// \return sfTrue if the music is looping, sfFalse otherwise
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API sfBool sfSoundStream_getLoop(const sfSoundStream* soundStream);
-
-////////////////////////////////////////////////////////////
-/// \brief Get the current playing position of a sound stream
-///
-/// \param soundStream Sound stream object
-///
-/// \return Current playing position
-///
-////////////////////////////////////////////////////////////
-CSFML_AUDIO_API sfTime sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream);
-
-
-#endif // SFML_SOUNDSTREAM_H