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Music.cs
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using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Security;
using SFML.System;
namespace SFML.Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// Streamed music played from an audio file
/// </summary>
////////////////////////////////////////////////////////////
public class Music : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Constructs a music from a file
///
/// This constructor doesn't start playing the music (call
/// <see cref="Play"/> to do so).
/// Here is a complete list of all the supported audio formats:
/// ogg, wav, flac, mp3, aiff, au, raw, paf, svx, nist, voc, ircam,
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// </summary>
/// <param name="filename">Path of the music file to open</param>
////////////////////////////////////////////////////////////
public Music(string filename) :
base(sfMusic_createFromFile(filename))
{
if (IsInvalid)
{
throw new LoadingFailedException("music", filename);
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Constructs a music from a custom stream
///
/// This constructor doesn't start playing the music (call
/// <see cref="Play"/> to do so).
/// Here is a complete list of all the supported audio formats:
/// ogg, wav, flac, mp3, aiff, au, raw, paf, svx, nist, voc, ircam,
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// </summary>
/// <param name="stream">Source stream to read from</param>
////////////////////////////////////////////////////////////
public Music(Stream stream) : // TODO this stream needs to stay alive
base(IntPtr.Zero)
{
_stream = new StreamAdaptor(stream);
CPointer = sfMusic_createFromStream(_stream.InputStreamPtr);
if (IsInvalid)
{
throw new LoadingFailedException("music");
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Constructs a music from an audio file in memory
///
/// This constructor doesn't start playing the music (call
/// <see cref="Play"/> to do so).
/// Here is a complete list of all the supported audio formats:
/// ogg, wav, flac, mp3, aiff, au, raw, paf, svx, nist, voc, ircam,
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// </summary>
/// <param name="bytes">Byte array containing the file contents</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Music(byte[] bytes) : // TODO this memory needs to stay alive
base(IntPtr.Zero)
{
unsafe
{
fixed (void* ptr = bytes)
{
CPointer = sfMusic_createFromMemory((IntPtr)ptr, (UIntPtr)bytes.Length);
}
}
if (IsInvalid)
{
throw new LoadingFailedException("music");
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Start or resume playing the audio 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 stream is played.
/// </summary>
////////////////////////////////////////////////////////////
public void Play() => sfMusic_play(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Pause the audio stream.
///
/// This function pauses the stream if it was playing,
/// otherwise (stream already paused or stopped) it has no effect.
/// </summary>
////////////////////////////////////////////////////////////
public void Pause() => sfMusic_pause(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Stop playing the audio 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 Pause()).
/// </summary>
////////////////////////////////////////////////////////////
public void Stop() => sfMusic_stop(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Sample rate of the music.
///
/// The sample rate is the number of audio samples played per
/// second. The higher, the better the quality.
/// </summary>
////////////////////////////////////////////////////////////
public uint SampleRate => sfMusic_getSampleRate(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Get the map of position in sample frame to sound channel
/// <para/>
/// This is used to map a sample in the sample stream to a
/// position during spatialisation.
/// </summary>
////////////////////////////////////////////////////////////
public ReadOnlySpan<SoundChannel> ChannelMap
{
get
{
unsafe
{
var channels = sfMusic_getChannelMap(CPointer, out var count);
Array.Resize(ref _channels, (int)count);
for (var i = 0; i < _channels.Length; i++)
{
_channels[i] = channels[i];
}
return _channels;
}
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Number of channels (1 = mono, 2 = stereo)
/// </summary>
////////////////////////////////////////////////////////////
public uint ChannelCount => sfMusic_getChannelCount(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Current status of the music (see SoundStatus enum)
/// </summary>
////////////////////////////////////////////////////////////
public SoundStatus Status => sfMusic_getStatus(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Total duration of the music
/// </summary>
////////////////////////////////////////////////////////////
public Time Duration => sfMusic_getDuration(CPointer);
////////////////////////////////////////////////////////////
/// <summary>
/// Flag if the 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
/// IsLooping = false is set.
/// The default looping state for music is false.
/// </summary>
////////////////////////////////////////////////////////////
public bool IsLooping
{
get => sfMusic_isLooping(CPointer);
set => sfMusic_setLooping(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pitch of the music.
///
/// The pitch represents the perceived fundamental frequency
/// of a sound; thus you can make a sound more acute or grave
/// by changing its pitch. A side effect of changing the pitch
/// is to modify the playing speed of the sound as well.
/// The default value for the pitch is 1.
/// </summary>
////////////////////////////////////////////////////////////
public float Pitch
{
get => sfMusic_getPitch(CPointer);
set => sfMusic_setPitch(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the pan of the sound
/// <para/>
/// Using panning, a mono sound can be panned between
/// stereo channels. When the pan is set to -1, the sound
/// is played only on the left channel, when the pan is set
/// to +1, the sound is played only on the right channel.
/// </summary>
////////////////////////////////////////////////////////////
public float Pan
{
get => sfMusic_getPan(CPointer);
set => sfMusic_setPan(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Volume of the music.
///
/// The volume is a value between 0 (mute) and 100 (full volume).
/// The default value for the volume is 100.
/// </summary>
////////////////////////////////////////////////////////////
public float Volume
{
get => sfMusic_getVolume(CPointer);
set => sfMusic_setVolume(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Gets or sets whether spatialization of the sound is enabled
/// <para/>
/// Spatialization is the application of various effects to
/// simulate a sound being emitted at a virtual position in
/// 3D space and exhibiting various physical phenomena such as
/// directional attenuation and doppler shift.
/// </summary>
////////////////////////////////////////////////////////////
public bool IsSpatializationEnabled
{
get => sfMusic_isSpatializationEnabled(CPointer);
set => sfMusic_setSpatializationEnabled(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D position of the music in the audio scene.
/// <para/>
/// Only sounds with one channel (mono sounds) can be
/// spatialized.
/// The default position of a sound is (0, 0, 0).
/// </summary>
////////////////////////////////////////////////////////////
public Vector3f Position
{
get => sfMusic_getPosition(CPointer);
set => sfMusic_setPosition(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D direction of the sound in the audio scene
/// <para/>
/// The direction defines where the sound source is facing
/// in 3D space. It will affect how the sound is attenuated
/// if facing away from the listener.
/// The default direction of a sound is (0, 0, -1).
/// </summary>
////////////////////////////////////////////////////////////
public Vector3f Direction
{
get => sfMusic_getPosition(CPointer);
set => sfMusic_setPosition(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the cone properties of the sound in the audio scene
/// <para/>
/// The cone defines how directional attenuation is applied.
/// The default cone of a sound is (2 * PI, 2 * PI, 1).
/// </summary>
////////////////////////////////////////////////////////////
public Cone Cone
{
get => new Cone(sfMusic_getCone(CPointer));
set => sfMusic_setCone(CPointer, value.Marshal());
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D velocity of the sound in the audio scene
/// <para/>
/// The velocity is used to determine how to doppler shift
/// the sound. Sounds moving towards the listener will be
/// perceived to have a higher pitch and sounds moving away
/// from the listener will be perceived to have a lower pitch.
/// </summary>
////////////////////////////////////////////////////////////
public Vector3f Velocity
{
get => sfMusic_getVelocity(CPointer);
set => sfMusic_setVelocity(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Doppler factor of the sound
/// <para/>
/// The doppler factor determines how strong the doppler
/// shift will be.
/// </summary>
////////////////////////////////////////////////////////////
public float DopplerFactor
{
get => sfMusic_getDopplerFactor(CPointer);
set => sfMusic_setDopplerFactor(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Directional attenuation factor of the sound
/// <para/>
/// Depending on the virtual position of an output channel
/// relative to the listener (such as in surround sound
/// setups), sounds will be attenuated when emitting them
/// from certain channels. This factor determines how strong
/// the attenuation based on output channel position
/// relative to the listener is.
/// </summary>
////////////////////////////////////////////////////////////
public float DirectionalAttenuationFactor
{
get => sfMusic_getDirectionalAttenuationFactor(CPointer);
set => sfMusic_setDirectionalAttenuationFactor(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Make the music's position relative to the listener or absolute.
///
/// Making a sound 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 sounds, sounds that are
/// produced by the listener, or sounds attached to it.
/// The default value is false (position is absolute).
/// </summary>
////////////////////////////////////////////////////////////
public bool RelativeToListener
{
get => sfMusic_isRelativeToListener(CPointer);
set => sfMusic_setRelativeToListener(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Minimum distance of the music.
///
/// The "minimum distance" of a sound 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.
/// </summary>
////////////////////////////////////////////////////////////
public float MinDistance
{
get => sfMusic_getMinDistance(CPointer);
set => sfMusic_setMinDistance(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Maximum distance of the sound
/// <para/>
/// The "maximum distance" of a sound is the minimum
/// distance at which it is heard at its minimum volume. Closer
/// than the maximum distance, it will start to fade in according
/// to its attenuation factor.
/// The default value of the maximum distance is the maximum
/// value a float can represent.
/// </summary>
////////////////////////////////////////////////////////////
public float MaxDistance
{
get => sfMusic_getMaxDistance(CPointer);
set => sfMusic_setMaxDistance(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Minimum gain of the sound
/// <para/>
/// When the sound is further away from the listener than
/// the "maximum distance" the attenuated gain is clamped
/// so it cannot go below the minimum gain value.
/// </summary>
////////////////////////////////////////////////////////////
public float MinGain
{
get => sfMusic_getMinGain(CPointer);
set => sfMusic_setMinGain(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Maximum gain of the sound
/// <para/>
/// When the sound is closer from the listener than
/// the "minimum distance" the attenuated gain is clamped
/// so it cannot go above the maximum gain value.
/// </summary>
////////////////////////////////////////////////////////////
public float MaxGain
{
get => sfMusic_getMaxGain(CPointer);
set => sfMusic_setMaxGain(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Attenuation factor of the 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 sound, 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 sound fade out
/// very quickly as it gets further from the listener.
/// The default value of the attenuation is 1.
/// </summary>
////////////////////////////////////////////////////////////
public float Attenuation
{
get => sfMusic_getAttenuation(CPointer);
set => sfMusic_setAttenuation(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current playing position of the music.
///
/// The playing position can be changed when the music is
/// either paused or playing.
/// </summary>
////////////////////////////////////////////////////////////
public Time PlayingOffset
{
get => sfMusic_getPlayingOffset(CPointer);
set => sfMusic_setPlayingOffset(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current loop points of the music.
///
/// Since setting performs some adjustments on the
/// provided values and rounds them to internal samples, getting this
/// value later is not guaranteed to return the same times passed
/// into it. However, it is guaranteed to return times that will map
/// to the valid internal samples of this Music if they are later
/// set again.
/// </summary>
////////////////////////////////////////////////////////////
public TimeSpan LoopPoints
{
get => sfMusic_getLoopPoints(CPointer);
set => sfMusic_setLoopPoints(CPointer, value);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the effect processor to be applied to the sound.
/// <para/>
/// The effect processor is a callable that will be called
/// with sound data to be processed.
/// </summary>
/// <param name="effectProcessor">The effect processor to attach to this sound, attach a null processor to disable processing</param>
////////////////////////////////////////////////////////////
public void SetEffectProcessor(EffectProcessor effectProcessor)
{
unsafe
{
_effectProcessor = (float* inputFrames, ref uint inputFrameCount, float* outputFrames, ref uint outputFrameCount, uint frameChannelCount) =>
{
var inputBuffer = new ReadOnlySpan<float>(inputFrames, (int)inputFrameCount);
var outputBuffer = new Span<float>(outputFrames, (int)outputFrameCount);
return effectProcessor(inputBuffer, out inputFrameCount, outputBuffer, out outputFrameCount, frameChannelCount);
};
}
sfMusic_setEffectProcessor(CPointer, Marshal.GetFunctionPointerForDelegate(_effectProcessor));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
if (IsInvalid)
{
return MakeDisposedObjectString();
}
return "[Music]" +
" SampleRate(" + SampleRate + ")" +
" ChannelCount(" + ChannelCount + ")" +
" Status(" + Status + ")" +
" Duration(" + Duration + ")" +
" IsLooping(" + IsLooping + ")" +
" Pitch(" + Pitch + ")" +
" Volume(" + Volume + ")" +
" Position(" + Position + ")" +
" RelativeToListener(" + RelativeToListener + ")" +
" MinDistance(" + MinDistance + ")" +
" Attenuation(" + Attenuation + ")" +
" PlayingOffset(" + PlayingOffset + ")" +
" LoopPoints(" + LoopPoints + ")";
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
if (disposing)
{
_stream?.Dispose();
}
sfMusic_destroy(CPointer);
}
private readonly StreamAdaptor _stream;
private EffectProcessorInternal _effectProcessor;
private SoundChannel[] _channels;
/// <summary>
/// Structure defining a Time range.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct TimeSpan
{
/// <summary>
/// Constructs TimeSpan from offset and a length
/// </summary>
/// <param name="offset">beginning offset of the time range</param>
/// <param name="length">length of the time range</param>
public TimeSpan(Time offset, Time length)
{
Offset = offset;
Length = length;
}
/// <summary>
/// The beginning of the time range
/// </summary>
public Time Offset;
/// <summary>
/// The length of the time range
/// </summary>
public Time Length;
}
#region Imports
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern IntPtr sfMusic_createFromFile(string filename);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern unsafe IntPtr sfMusic_createFromStream(IntPtr stream);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern IntPtr sfMusic_createFromMemory(IntPtr data, UIntPtr size);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_destroy(IntPtr musicStream);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_play(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_pause(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_stop(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern unsafe SoundChannel* sfMusic_getChannelMap(IntPtr music, out UIntPtr count);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern SoundStatus sfMusic_getStatus(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern Time sfMusic_getPlayingOffset(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern Time sfMusic_getDuration(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern TimeSpan sfMusic_getLoopPoints(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setLoopPoints(IntPtr music, TimeSpan timePoints);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern uint sfMusic_getChannelCount(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern uint sfMusic_getSampleRate(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setPitch(IntPtr music, float pitch);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setPan(IntPtr music, float pan);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setLooping(IntPtr music, bool loop);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setVolume(IntPtr music, float volume);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setSpatializationEnabled(IntPtr music, bool enabled);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setPosition(IntPtr music, Vector3f position);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setDirection(IntPtr music, Vector3f direction);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setCone(IntPtr music, Cone.MarshalData cone);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setVelocity(IntPtr music, Vector3f velocity);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setDopplerFactor(IntPtr music, float factor);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setDirectionalAttenuationFactor(IntPtr music, float factor);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setRelativeToListener(IntPtr music, bool relative);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setMinDistance(IntPtr music, float minDistance);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setMaxDistance(IntPtr music, float maxDistance);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setMinGain(IntPtr music, float gain);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setMaxGain(IntPtr music, float gain);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setAttenuation(IntPtr music, float attenuation);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setPlayingOffset(IntPtr music, Time timeOffset);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool sfMusic_isLooping(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern void sfMusic_setEffectProcessor(IntPtr music, IntPtr effectProcessor);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getPitch(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getPan(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool sfMusic_isSpatializationEnabled(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getVolume(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern Vector3f sfMusic_getPosition(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern Vector3f sfMusic_getDirection(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern Cone.MarshalData sfMusic_getCone(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern Vector3f sfMusic_getVelocity(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getDopplerFactor(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getDirectionalAttenuationFactor(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool sfMusic_isRelativeToListener(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getMinDistance(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getMaxDistance(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getMinGain(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getMaxGain(IntPtr music);
[DllImport(CSFML.Audio, CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
private static extern float sfMusic_getAttenuation(IntPtr music);
#endregion
}
}