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+import
+  sfml
+const
+  Lib = "libcsfml-audio.so.2.0"
+type
+  PMusic* = ptr TMusic
+  TMusic* {.pure, final.} = object
+  PSound* = ptr TSound
+  TSound* {.pure, final.} = object
+  PSoundBuffer* = ptr TSoundBuffer
+  TSoundBuffer* {.pure, final.} = object
+  PSoundBufferRecorder* = ptr TSoundBufferRecorder
+  TSoundBufferRecorder* {.pure, final.} = object
+  PSoundRecorder* = ptr TSoundRecorder
+  TSoundRecorder* {.pure, final.} = object
+  PSoundStream* = ptr TSoundStream
+  TSoundStream* {.pure, final.} = object
+  TSoundStatus* {.size: sizeof(cint).} = enum
+    Stopped, Paused, Playing
+
+proc newMusic*(filename: cstring): PMusic {.
+  cdecl, importc: "sfMusic_createFromFile", dynlib: Lib.}
+proc newMusic*(data: pointer, size: cint): PMusic {.
+  cdecl, importc: "sfMusic_createFromMemory", dynlib: Lib.}
+proc newMusic*(stream: PInputStream): PMusic {.
+  cdecl, importc: "sfMusic_createFromStream", dynlib: Lib.}
+proc destroy*(music: PMusic) {.
+  cdecl, importc: "sfMusic_destroy", dynlib: Lib.}
+proc setLoop*(music: PMusic, loop: bool) {.
+  cdecl, importc: "sfMusic_setLoop", dynlib: Lib.}
+proc getLoop*(music: PMusic): bool {.
+  cdecl, importc: "sfMusic_getLoop", dynlib: Lib.}
+proc getDuration*(music: PMusic): TTime {.
+  cdecl, importc: "sfMusic_getDuration", dynlib: Lib.}
+proc play*(music: PMusic) {.
+  cdecl, importc: "sfMusic_play", dynlib: Lib.}
+proc pause*(music: PMusic) {.
+  cdecl, importc: "sfMusic_pause", dynlib: Lib.}
+proc stop*(music: PMusic) {.
+  cdecl, importc: "sfMusic_stop", dynlib: Lib.}
+proc getChannelCount*(music: PMusic): cint {.
+  cdecl, importc: "sfMusic_getChannelCount", dynlib: Lib.}
+proc getSampleRate*(music: PMusic): cint {.
+  cdecl, importc: "sfMusic_getSampleRate", dynlib: Lib.}
+proc getStatus*(music: PMusic): TSoundStatus {.
+  cdecl, importc: "sfMusic_getStatus", dynlib: Lib.}
+proc getPlayingOffset*(music: PMusic): TTime {.
+  cdecl, importc: "sfMusic_getPlayingOffset", dynlib: Lib.}
+proc setPitch*(music: PMusic, pitch: cfloat) {.
+  cdecl, importc: "sfMusic_setPitch", dynlib: Lib.}
+proc setVolume*(music: PMusic, volume: float) {.
+  cdecl, importc: "sfMusic_setVolume", dynlib: Lib.}
+proc setPosition*(music: PMusic, position: TVector3f) {.
+  cdecl, importc: "sfMusic_setPosition", dynlib: Lib.}
+proc setRelativeToListener*(music: PMusic, relative: bool) {.
+  cdecl, importc: "sfMusic_setRelativeToListener", dynlib: Lib.}
+proc setMinDistance*(music: PMusic, distance: cfloat) {.
+  cdecl, importc: "sfMusic_setMinDistance", dynlib: Lib.}
+proc setAttenuation*(music: PMusic, attenuation: cfloat) {.
+  cdecl, importc: "sfMusic_setAttenuation", dynlib: Lib.}
+proc setPlayingOffset*(music: PMusic, time: TTime) {.
+  cdecl, importc: "sfMusic_setPlayingOffset", dynlib: Lib.}
+proc getPitch*(music: PMusic): cfloat {.
+  cdecl, importc: "sfMusic_getPitch", dynlib: Lib.}
+proc getVolume*(music: PMusic): cfloat {.
+  cdecl, importc: "sfMusic_getVolume", dynlib: Lib.}
+proc getPosition*(music: PMusic): TVector3f {.
+  cdecl, importc: "sfMusic_getPosition", dynlib: Lib.}
+proc isRelativeToListener*(music: PMusic): bool {.
+  cdecl, importc: "sfMusic_isRelativeToListener", dynlib: Lib.}
+proc getMinDistance*(music: PMusic): cfloat {.
+  cdecl, importc: "sfMusic_isRelativeToListener", dynlib: Lib.}
+proc getAttenuation*(music: PMusic): cfloat {.
+  cdecl, importc: "sfMusic_isRelativeToListener", dynlib: Lib.}
+
+#/ \brief Create a new sound
+proc newSound*(): PSound{.
+  cdecl, importc: "sfSound_create", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound by copying an existing one
+#/
+#/ \param sound Sound to copy
+#/
+#/ \return A new sfSound object which is a copy of \a sound
+#/
+#//////////////////////////////////////////////////////////
+proc copy*(sound: PSound): PSound{.
+  cdecl, importc: "sfSound_copy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Destroy a sound
+proc destroy*(sound: PSound){.
+  cdecl, importc: "sfSound_destroy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Start or resume playing a sound
+#/
+#/ This function starts the sound 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 sound is played.
+proc play*(sound: PSound){.
+  cdecl, importc: "sfSound_play", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ This function pauses the sound if it was playing,
+#/ otherwise (sound already paused or stopped) it has no effect.
+proc pause*(sound: PSound){.
+  cdecl, importc: "sfSound_pause", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ This function stops the sound if it was playing or paused,
+#/ and does nothing if it was already stopped.
+#/ It also resets the playing position (unlike sfSound_pause).
+proc stop*(sound: PSound){.
+  cdecl, importc: "sfSound_stop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ It is important to note that the sound buffer is not copied,
+#/ thus the sfSoundBuffer object must remain alive as long
+#/ as it is attached to the sound.
+proc setBuffer*(sound: PSound; buffer: PSoundBuffer){.
+  cdecl, importc: "sfSound_setBuffer", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the audio buffer attached to a sound
+proc getBuffer*(sound: PSound): PSoundBuffer{.
+  cdecl, importc: "sfSound_getBuffer", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set whether or not a sound should loop after reaching the end
+#/
+#/ If set, the sound will restart from beginning after
+#/ reaching the end and so on, until it is stopped or
+#/ sfSound_setLoop(sound, sfFalse) is called.
+#/ The default looping state for sounds is false.
+proc setLoop*(sound: PSound; loop: bool){.
+  cdecl, importc: "sfSound_setLoop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Tell whether or not a soud is in loop mode
+proc getLoop*(sound: PSound): bool {.
+  cdecl, importc: "sfSound_getLoop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current status of a sound (stopped, paused, playing)
+proc getStatus*(sound: PSound): TSoundStatus{.
+  cdecl, importc: "sfSound_getStatus", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the pitch of a sound
+#/
+#/ 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.
+proc setPitch*(sound: PSound; pitch: cfloat){.
+  cdecl, importc: "sfSound_setPitch", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the volume of a sound
+#/
+#/ The volume is a value between 0 (mute) and 100 (full volume).
+#/ The default value for the volume is 100.
+proc setVolume*(sound: PSound; volume: cfloat){.
+  cdecl, importc: "sfSound_setVolume", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the 3D position of a sound in the audio scene
+#/
+#/ Only sounds with one channel (mono sounds) can be
+#/ spatialized.
+#/ The default position of a sound is (0, 0, 0).
+proc setPosition*(sound: PSound; position: TVector3f){.
+  cdecl, importc: "sfSound_setPosition", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Make the sound'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).
+proc setRelativeToListener*(sound: PSound; relative: bool){.
+  cdecl, importc: "sfSound_setRelativeToListener", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the minimum distance of a sound
+#/
+#/ 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.
+proc setMinDistance*(sound: PSound; distance: cfloat){.
+  cdecl, importc: "sfSound_setMinDistance", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the attenuation factor of a sound
+#/
+#/ The attenuation is a multiplicative factor which makes
+#/ the sound 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.
+proc setAttenuation*(sound: PSound; attenuation: cfloat){.
+  cdecl, importc: "sfSound_setAttenuation", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Change the current playing position of a sound
+#/
+#/ The playing position can be changed when the sound is
+#/ either paused or playing.
+proc setPlayingOffset*(sound: PSound; timeOffset: sfml.TTime){.
+  cdecl, importc: "sfSound_setPlayingOffset", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the pitch of a sound
+proc getPitch*(sound: PSound): cfloat{.
+  cdecl, importc: "sfSound_getPitch", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the volume of a sound
+proc getVolume*(sound: PSound): cfloat{.
+  cdecl, importc: "sfSound_getVolume", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the 3D position of a sound in the audio scene
+proc getPosition*(sound: PSound): TVector3f{.
+  cdecl, importc: "sfSound_getPosition", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Tell whether a sound's position is relative to the
+#/        listener or is absolute
+proc isRelativeToListener*(sound: PSound): bool{.
+  cdecl, importc: "sfSound_isRelativeToListener", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the minimum distance of a sound
+proc getMinDistance*(sound: PSound): cfloat{.
+  cdecl, importc: "sfSound_getMinDistance", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the attenuation factor of a sound
+proc getAttenuation*(sound: PSound): cfloat{.
+  cdecl, importc: "sfSound_getAttenuation", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current playing position of a sound
+proc getPlayingOffset*(sound: PSound): TTime{.
+  cdecl, importc: "sfSound_getPlayingOffset", dynlib: Lib.}
+
+#//////////////////////////////////////////////////////////
+# Headers
+#//////////////////////////////////////////////////////////
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound buffer and load it from a file
+#/
+#/ 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 sound file to load
+#/
+#/ \return A new sfSoundBuffer object (NULL if failed)
+#/
+#//////////////////////////////////////////////////////////
+proc newSoundBuffer*(filename: cstring): PSoundBuffer{.
+  cdecl, importc: "sfSoundBuffer_createFromFile", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound buffer and load it from a file in memory
+#/
+#/ 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 sfSoundBuffer object (NULL if failed)
+#/
+#//////////////////////////////////////////////////////////
+proc newSoundBuffer*(data: pointer; sizeInBytes: cint): PSoundBuffer{.
+  cdecl, importc: "sfSoundBuffer_createFromMemory", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound buffer and load it from a custom stream
+#/
+#/ 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 sfSoundBuffer object (NULL if failed)
+#/
+#//////////////////////////////////////////////////////////
+proc newSoundBuffer*(stream: PInputStream): PSoundBuffer{.
+  cdecl, importc: "sfSoundBuffer_createFromStream", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound buffer and load it from an array of samples in memory
+#/
+#/ The assumed format of the audio samples is 16 bits signed integer
+#/ (sfInt16).
+#/
+#/ \param samples      Pointer to the array of samples in memory
+#/ \param sampleCount  Number of samples in the array
+#/ \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
+#/ \param sampleRate   Sample rate (number of samples to play per second)
+#/
+#/ \return A new sfSoundBuffer object (NULL if failed)
+#/
+#//////////////////////////////////////////////////////////
+proc createFromSamples*(samples: ptr int16; sampleCount: cuint; 
+                         channelCount: cuint; sampleRate: cuint): PSoundBuffer{.
+  cdecl, importc: "sfSoundBuffer_createFromSamples", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound buffer by copying an existing one
+#/
+#/ \param soundBuffer Sound buffer to copy
+#/
+#/ \return A new sfSoundBuffer object which is a copy of \a soundBuffer
+#/
+#//////////////////////////////////////////////////////////
+proc copy*(soundBuffer: PSoundBuffer): PSoundBuffer{.
+  cdecl, importc: "sfSoundBuffer_copy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Destroy a sound buffer
+#/
+#/ \param soundBuffer Sound buffer to destroy
+#/
+#//////////////////////////////////////////////////////////
+proc destroy*(soundBuffer: PSoundBuffer){.
+  cdecl, importc: "sfSoundBuffer_destroy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Save a sound buffer to an audio file
+#/
+#/ 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 soundBuffer Sound buffer object
+#/ \param filename    Path of the sound file to write
+#/
+#/ \return sfTrue if saving succeeded, sfFalse if it failed
+#/
+#//////////////////////////////////////////////////////////
+proc saveToFile*(soundBuffer: PSoundBuffer; filename: cstring): bool {.
+  cdecl, importc: "sfSoundBuffer_saveToFile", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the array of audio samples stored in a sound buffer
+#/
+#/ The format of the returned samples is 16 bits signed integer
+#/ (sfInt16). The total number of samples in this array
+#/ is given by the sfSoundBuffer_getSampleCount function.
+#/
+#/ \param soundBuffer Sound buffer object
+#/
+#/ \return Read-only pointer to the array of sound samples
+#/
+#//////////////////////////////////////////////////////////
+proc sfSoundBuffer_getSamples*(soundBuffer: PSoundBuffer): ptr Int16{.
+  cdecl, importc: "sfSoundBuffer_getSamples", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the number of samples stored in a sound buffer
+#/
+#/ The array of samples can be accessed with the
+#/ sfSoundBuffer_getSamples function.
+proc getSampleCount*(soundBuffer: PSoundBuffer): cint{.
+  cdecl, importc: "sfSoundBuffer_getSampleCount", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the sample rate of a sound buffer
+#/
+#/ The sample rate is the number of samples played per second.
+#/ The higher, the better the quality (for example, 44100
+#/ samples/s is CD quality).
+proc getSampleRate*(soundBuffer: PSoundBuffer): cuint{.
+  cdecl, importc: "sfSoundBuffer_getSampleRate", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the number of channels used by a sound buffer
+#/
+#/ If the sound is mono then the number of channels will
+#/ be 1, 2 for stereo, etc.
+proc getChannelCount*(soundBuffer: PSoundBuffer): cuint{.
+  cdecl, importc: "sfSoundBuffer_getChannelCount", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the total duration of a sound buffer
+#/
+#/ \param soundBuffer Sound buffer object
+#/
+#/ \return Sound duration
+#/
+#//////////////////////////////////////////////////////////
+proc getDuration*(soundBuffer: PSoundBuffer): TTime{.
+  cdecl, importc: "sfSoundBuffer_getDuration", dynlib: Lib.}
+
+#//////////////////////////////////////////////////////////
+#/ \brief Change the global volume of all the sounds and musics
+#/
+#/ The volume is a number between 0 and 100; it is combined with
+#/ the individual volume of each sound / music.
+#/ The default value for the volume is 100 (maximum).
+#/
+#/ \param volume New global volume, in the range [0, 100]
+#/
+#//////////////////////////////////////////////////////////
+proc listenerSetGlobalVolume*(volume: cfloat){.
+  cdecl, importc: "sfListener_setGlobalVolume", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current value of the global volume
+#/
+#/ \return Current global volume, in the range [0, 100]
+#/
+#//////////////////////////////////////////////////////////
+proc listenerGetGlobalVolume*(): cfloat{.
+  cdecl, importc: "sfListener_getGlobalVolume", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the position of the listener in the scene
+#/
+#/ The default listener's position is (0, 0, 0).
+#/
+#/ \param position New position of the listener
+#/
+#//////////////////////////////////////////////////////////
+proc listenerSetPosition*(position: TVector3f){.
+  cdecl, importc: "sfListener_setPosition", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current position of the listener in the scene
+#/
+#/ \return The listener's position
+#/
+#//////////////////////////////////////////////////////////
+proc listenerGetPosition*(): TVector3f{.
+  cdecl, importc: "sfListener_getPosition", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Set the orientation of the listener in the scene
+#/
+#/ The orientation defines the 3D axes of the listener
+#/ (left, up, front) in the scene. The orientation vector
+#/ doesn't have to be normalized.
+#/ The default listener's orientation is (0, 0, -1).
+#/
+#/ \param position New direction of the listener
+#/
+#//////////////////////////////////////////////////////////
+proc listenerSetDirection*(orientation: TVector3f){.
+  cdecl, importc: "sfListener_setDirection", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current orientation of the listener in the scene
+#/
+#/ \return The listener's direction
+#/
+#//////////////////////////////////////////////////////////
+proc listenerGetDirection*(): TVector3f{.
+  cdecl, importc: "sfListener_getDirection", dynlib: Lib.}
+
+type 
+  TSoundRecorderStartCallback* = proc (a2: pointer): bool {.cdecl.}
+  #/< Type of the callback used when starting a capture 
+  TSoundRecorderProcessCallback* = proc(a2: ptr int16; a3: cuint; 
+    a4: pointer): bool {.cdecl.}
+  #/< Type of the callback used to process audio data
+  TSoundRecorderStopCallback* = proc (a2: pointer){.cdecl.}
+  #/< Type of the callback used when stopping a capture
+#//////////////////////////////////////////////////////////
+#/ \brief Construct a new sound recorder from callback functions
+#/
+#/ \param onStart   Callback function which will be called when a new capture starts (can be NULL)
+#/ \param onProcess Callback function which will be called each time there's audio data to process
+#/ \param onStop    Callback function which will be called when the current capture stops (can be NULL)
+#/ \param userData  Data to pass to the callback function (can be NULL)
+#/
+#/ \return A new sfSoundRecorder object (NULL if failed)
+#/
+#//////////////////////////////////////////////////////////
+proc newSoundRecorder*(onStart: TSoundRecorderStartCallback; 
+                        onProcess: TSoundRecorderProcessCallback; 
+                        onStop: TSoundRecorderStopCallback; 
+                        userData: pointer = nil): PSoundRecorder{.
+  cdecl, importc: "sfSoundRecorder_create", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Destroy a sound recorder
+#/
+#/ \param soundRecorder Sound recorder to destroy
+#/
+#//////////////////////////////////////////////////////////
+proc destroy*(soundRecorder: PSoundRecorder){.
+  cdecl, importc: "sfSoundRecorder_destroy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Start the capture of a sound recorder
+#/
+#/ The \a sampleRate parameter defines the number of audio samples
+#/ captured per second. The higher, the better the quality
+#/ (for example, 44100 samples/sec is CD quality).
+#/ This function uses its own thread so that it doesn't block
+#/ the rest of the program while the capture runs.
+#/ Please note that only one capture can happen at the same time.
+#/
+#/ \param soundRecorder Sound recorder object
+#/ \param sampleRate    Desired capture rate, in number of samples per second
+#/
+#//////////////////////////////////////////////////////////
+proc start*(soundRecorder: PSoundRecorder; sampleRate: cuint){.
+  cdecl, importc: "sfSoundRecorder_start", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Stop the capture of a sound recorder
+#/
+#/ \param soundRecorder Sound recorder object
+#/
+#//////////////////////////////////////////////////////////
+proc stop*(soundRecorder: PSoundRecorder){.
+  cdecl, importc: "sfSoundRecorder_stop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the sample rate of a sound recorder
+#/
+#/ The sample rate defines the number of audio samples
+#/ captured per second. The higher, the better the quality
+#/ (for example, 44100 samples/sec is CD quality).
+#/
+#/ \param soundRecorder Sound recorder object
+#/
+#/ \return Sample rate, in samples per second
+#/
+#//////////////////////////////////////////////////////////
+proc getSampleRate*(soundRecorder: PSoundRecorder): cuint{.
+  cdecl, importc: "sfSoundRecorder_getSampleRate", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Check if the system supports audio capture
+#/
+#/ This function should always be called before using
+#/ the audio capture features. If it returns false, then
+#/ any attempt to use sfSoundRecorder will fail.
+#/
+#/ \return sfTrue if audio capture is supported, sfFalse otherwise
+#/
+#//////////////////////////////////////////////////////////
+proc soundRecorderIsAvailable*(): bool {.
+  cdecl, importc: "sfSoundRecorder_isAvailable", dynlib: Lib.}
+
+#//////////////////////////////////////////////////////////
+#/ \brief Create a new sound buffer recorder
+#/
+#/ \return A new sfSoundBufferRecorder object (NULL if failed)
+#/
+#//////////////////////////////////////////////////////////
+proc newSoundBufferRecorder*(): PSoundBufferRecorder{.
+  cdecl, importc: "sfSoundBufferRecorder_create", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Destroy a sound buffer recorder
+#/
+#/ \param soundBufferRecorder Sound buffer recorder to destroy
+#/
+#//////////////////////////////////////////////////////////
+proc destroy*(soundBufferRecorder: PSoundBufferRecorder){.
+  cdecl, importc: "sfSoundBufferRecorder_destroy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Start the capture of a sound recorder recorder
+#/
+#/ The \a sampleRate parameter defines the number of audio samples
+#/ captured per second. The higher, the better the quality
+#/ (for example, 44100 samples/sec is CD quality).
+#/ This function uses its own thread so that it doesn't block
+#/ the rest of the program while the capture runs.
+#/ Please note that only one capture can happen at the same time.
+#/
+#/ \param soundBufferRecorder Sound buffer recorder object
+#/ \param sampleRate          Desired capture rate, in number of samples per second
+#/
+#//////////////////////////////////////////////////////////
+proc start*(soundBufferRecorder: PSoundBufferRecorder; sampleRate: cuint){.
+  cdecl, importc: "sfSoundBufferRecorder_start", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Stop the capture of a sound recorder
+#/
+#/ \param soundBufferRecorder Sound buffer recorder object
+#/
+#//////////////////////////////////////////////////////////
+proc stop*(soundBufferRecorder: PSoundBufferRecorder){.
+  cdecl, importc: "sfSoundBufferRecorder_stop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the sample rate of a sound buffer recorder
+#/
+#/ The sample rate defines the number of audio samples
+#/ captured per second. The higher, the better the quality
+#/ (for example, 44100 samples/sec is CD quality).
+#/
+#/ \param soundBufferRecorder Sound buffer recorder object
+#/
+#/ \return Sample rate, in samples per second
+#/
+#//////////////////////////////////////////////////////////
+proc getSampleRate*(soundBufferRecorder: PSoundBufferRecorder): cuint{.
+  cdecl, importc: "sfSoundBufferRecorder_getSampleRate", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the sound buffer containing the captured audio data
+#/
+#/ The sound buffer is valid only after the capture has ended.
+#/ This function provides a read-only access to the internal
+#/ sound buffer, but it can be copied if you need to
+#/ make any modification to it.
+#/
+#/ \param soundBufferRecorder Sound buffer recorder object
+#/
+#/ \return Read-only access to the sound buffer
+#/
+#//////////////////////////////////////////////////////////
+proc getBuffer*(soundBufferRecorder: PSoundBufferRecorder): PSoundBuffer{.
+  cdecl, importc: "sfSoundBufferRecorder_getBuffer", dynlib: Lib.}
+
+
+#//////////////////////////////////////////////////////////
+#/ \brief defines the data to fill by the OnGetData callback
+#/
+#//////////////////////////////////////////////////////////
+type 
+  PSoundStreamChunk* = ptr TSoundStreamChunk
+  TSoundStreamChunk*{.pure, final.} = object 
+    samples*: ptr int16   #/< Pointer to the audio samples
+    sampleCount*: cuint     #/< Number of samples pointed by Samples
+  
+  TSoundStreamGetDataCallback* = proc (a2: PSoundStreamChunk; 
+      a3: pointer): bool{.cdecl.}
+  #/< Type of the callback used to get a sound stream data
+  TSoundStreamSeekCallback* = proc (a2: TTime; a3: pointer){.cdecl.}
+  #/< 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
+#/
+#//////////////////////////////////////////////////////////
+proc create*(onGetData: TSoundStreamGetDataCallback; onSeek: TSoundStreamSeekCallback; 
+              channelCount: cuint; sampleRate: cuint; userData: pointer): PSoundStream{.
+  cdecl, importc: "sfSoundStream_create", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Destroy a sound stream
+#/
+#/ \param soundStream Sound stream to destroy
+#/
+#//////////////////////////////////////////////////////////
+proc destroy*(soundStream: PSoundStream){.
+  cdecl, importc: "sfSoundStream_destroy", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc play*(soundStream: PSoundStream){.
+  cdecl, importc: "sfSoundStream_play", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc pause*(soundStream: PSoundStream){.
+  cdecl, importc: "sfSoundStream_pause", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc stop*(soundStream: PSoundStream){.
+  cdecl, importc: "sfSoundStream_stop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current status of a sound stream (stopped, paused, playing)
+#/
+#/ \param soundStream Sound stream object
+#/
+#/ \return Current status
+#/
+#//////////////////////////////////////////////////////////
+proc getStatus*(soundStream: PSoundStream): TSoundStatus{.
+  cdecl, importc: "sfSoundStream_getStatus", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc getChannelCount*(soundStream: PSoundStream): cuint{.
+  cdecl, importc: "sfSoundStream_getChannelCount", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc getSampleRate*(soundStream: PSoundStream): cuint{.
+  cdecl, importc: "sfSoundStream_getSampleRate", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setPitch*(soundStream: PSoundStream; pitch: cfloat){.
+  cdecl, importc: "sfSoundStream_setPitch", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setVolume*(soundStream: PSoundStream; volume: cfloat){.
+  cdecl, importc: "sfSoundStream_setVolume", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setPosition*(soundStream: PSoundStream; position: TVector3f){.
+  cdecl, importc: "sfSoundStream_setPosition", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setRelativeToListener*(soundStream: PSoundStream; relative: bool){.
+  cdecl, importc: "sfSoundStream_setRelativeToListener", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setMinDistance*(soundStream: PSoundStream; distance: cfloat){.
+  cdecl, importc: "sfSoundStream_setMinDistance", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setAttenuation*(soundStream: PSoundStream; attenuation: cfloat){.
+  cdecl, importc: "sfSoundStream_setAttenuation", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setPlayingOffset*(soundStream: PSoundStream; timeOffset: TTime){.
+  cdecl, importc: "sfSoundStream_setPlayingOffset", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc setLoop*(soundStream: PSoundStream; loop: bool){.
+  cdecl, importc: "sfSoundStream_setLoop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the pitch of a sound stream
+#/
+#/ \param soundStream Sound stream object
+#/
+#/ \return Pitch of the stream
+#/
+#//////////////////////////////////////////////////////////
+proc getPitch*(soundStream: PSoundStream): cfloat{.
+  cdecl, importc: "sfSoundStream_getPitch", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the volume of a sound stream
+#/
+#/ \param soundStream Sound stream object
+#/
+#/ \return Volume of the stream, in the range [0, 100]
+#/
+#//////////////////////////////////////////////////////////
+proc getVolume*(soundStream: PSoundStream): cfloat{.
+  cdecl, importc: "sfSoundStream_getVolume", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc getPosition*(soundStream: PSoundStream): TVector3f{.
+  cdecl, importc: "sfSoundStream_getPosition", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc isRelativeToListener*(soundStream: PSoundStream): bool{.
+  cdecl, importc: "sfSoundStream_isRelativeToListener", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the minimum distance of a sound stream
+#/
+#/ \param soundStream Sound stream object
+#/
+#/ \return Minimum distance of the stream
+#/
+#//////////////////////////////////////////////////////////
+proc getMinDistance*(soundStream: PSoundStream): cfloat{.
+  cdecl, importc: "sfSoundStream_getMinDistance", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the attenuation factor of a sound stream
+#/
+#/ \param soundStream Sound stream object
+#/
+#/ \return Attenuation factor of the stream
+#/
+#//////////////////////////////////////////////////////////
+proc getAttenuation*(soundStream: PSoundStream): cfloat{.
+  cdecl, importc: "sfSoundStream_getAttenuation", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \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
+#/
+#//////////////////////////////////////////////////////////
+proc getLoop*(soundStream: PSoundStream): bool{.
+  cdecl, importc: "sfSoundStream_getLoop", dynlib: Lib.}
+#//////////////////////////////////////////////////////////
+#/ \brief Get the current playing position of a sound stream
+#/
+#/ \param soundStream Sound stream object
+#/
+#/ \return Current playing position
+#/
+#//////////////////////////////////////////////////////////
+proc getPlayingOffset*(soundStream: PSoundStream): TTime{.
+  cdecl, importc: "sfSoundStream_getPlayingOffset", dynlib: Lib.}