/usr/include/SFML/Audio/SoundStream.h is in libcsfml-dev 1.6-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 | ////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 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/Config.h>
#include <SFML/Audio/SoundStatus.h>
#include <SFML/Audio/Types.h>
////////////////////////////////////////////////////////////
/// sfSoundStreamChunk defines the data to fill by the
/// OnGetData callback
////////////////////////////////////////////////////////////
typedef struct
{
sfInt16* Samples; ///< Pointer to the audio samples
unsigned int NbSamples; ///< Number of samples pointed by Samples
} sfSoundStreamChunk;
typedef sfBool (*sfSoundStreamStartCallback)(void*); ///< Type of the callback used to start a sound stream
typedef sfBool (*sfSoundStreamGetDataCallback)(sfSoundStreamChunk*, void*); ///< Type of the callback used to get a sound stream data
////////////////////////////////////////////////////////////
/// Construct a new sound stream
///
/// \param OnStart : Function called when the stream starts (can be NULL)
/// \param OnGetData : Function called when the stream needs more data (can't be NULL)
/// \param ChannelsCount : 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 (NULL if failed)
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamStartCallback OnStart,
sfSoundStreamGetDataCallback OnGetData,
unsigned int ChannelsCount,
unsigned int SampleRate,
void* UserData);
////////////////////////////////////////////////////////////
/// Destroy an existing sound stream
///
/// \param SoundStream : Sound stream to delete
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Destroy(sfSoundStream* SoundStreamStream);
////////////////////////////////////////////////////////////
/// Start playing a sound stream
///
/// \param SoundStream : Sound stream to play
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Play(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Pause a sound stream
///
/// \param SoundStream : Sound stream to pause
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Pause(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Stop playing a sound stream
///
/// \param SoundStream : Sound stream to stop
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Stop(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the status of a sound stream (stopped, paused, playing)
///
/// \param SoundStream : Sound stream to get the status from
///
/// \return Current status of the sound stream
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundStatus sfSoundStream_GetStatus(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Return the number of channels of a sound stream
/// (1 = mono, 2 = stereo)
///
/// \param SoundStream : Sound stream to get the channels count from
///
/// \return Number of channels
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfSoundStream_GetChannelsCount(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the sample rate of a sound stream
///
/// \param SoundStream : Sound stream to get the sample rate from
///
/// \return Stream frequency (number of samples per second)
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfSoundStream_GetSampleRate(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Set the pitch of a sound stream
///
/// \param SoundStream : Sound stream to modify
/// \param Pitch : New pitch
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetPitch(sfSoundStream* SoundStream, float Pitch);
////////////////////////////////////////////////////////////
/// Set the volume of a sound stream
///
/// \param SoundStream : Sound stream to modify
/// \param Volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetVolume(sfSoundStream* SoundStream, float Volume);
////////////////////////////////////////////////////////////
/// Set the position of a sound stream
///
/// \param SoundStream : Sound stream to modify
/// \param X : X position of the sound stream in the world
/// \param Y : Y position of the sound stream in the world
/// \param Z : Z position of the sound stream in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetPosition(sfSoundStream* SoundStream, float X, float Y, float Z);
////////////////////////////////////////////////////////////
/// Make the sound stream's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param SoundStream : Sound stream to modify
/// \param Relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetRelativeToListener(sfSoundStream* SoundStream, sfBool Relative);
////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the sound stream at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param SoundStream : Sound stream to modify
/// \param MinDistance : New minimum distance for the sound stream
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetMinDistance(sfSoundStream* SoundStream, float MinDistance);
////////////////////////////////////////////////////////////
/// Set the attenuation factor - the higher the attenuation, the
/// more the sound stream will be attenuated with distance from listener.
/// The default attenuation factor 1.0
///
/// \param SoundStream : Sound stream to modify
/// \param Attenuation : New attenuation factor for the sound stream
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetAttenuation(sfSoundStream* SoundStream, float Attenuation);
////////////////////////////////////////////////////////////
/// Set a stream loop state
///
/// \param SoundStream : Stream to set the loop state
/// \param Loop : sfTrue to play in loop, sfFalse to play once
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetLoop(sfSoundStream* SoundStream, sfBool Loop);
////////////////////////////////////////////////////////////
/// Get the pitch of a sound stream
///
/// \param SoundStream : Sound stream to get the pitch from
///
/// \return Pitch value
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetPitch(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the volume of a sound stream
///
/// \param SoundStream : Sound stream to get the volume from
///
/// \return Volume value (in range [1, 100])
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetVolume(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the position of a sound stream
///
/// \param SoundStream : Sound stream to get the position from
/// \param X : X position of the sound stream in the world
/// \param Y : Y position of the sound stream in the world
/// \param Z : Z position of the sound stream in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_GetPosition(sfSoundStream* SoundStream, float* X, float* Y, float* Z);
////////////////////////////////////////////////////////////
/// Tell if the sound stream's position is relative to the listener's
/// position, or if it's absolute
///
/// \param SoundStream : Sound stream to check
///
/// \return sfTrue if the position is relative, sfFalse if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSoundStream_IsRelativeToListener(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the minimum distance of a sound stream
///
/// \param SoundStream : Sound stream to get the minimum distance from
///
/// \return Minimum distance for the sound stream
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetMinDistance(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the attenuation factor of a sound stream
///
/// \param SoundStream : Sound stream to get the attenuation factor from
///
/// \return Attenuation factor for the sound stream
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetAttenuation(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Tell whether or not a stream is looping
///
/// \param SoundStream : Soundstream to get the loop state from
///
/// \return sfTrue if the stream is looping, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSoundStream_GetLoop(sfSoundStream* SoundStream);
////////////////////////////////////////////////////////////
/// Get the current playing position of a sound stream
///
/// \param SoundStream : Sound stream to get the position from
///
/// \return Current playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetPlayingOffset(sfSoundStream* SoundStream);
#endif // SFML_SOUNDSTREAM_H
|