This file is indexed.

/usr/include/SFML/Audio/Sound.h is in libcsfml-dev 2.3-3+b1.

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
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_SOUND_H
#define SFML_SOUND_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 Create a new sound
///
/// \return A new sfSound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSound* sfSound_create(void);

////////////////////////////////////////////////////////////
/// \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
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSound* sfSound_copy(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Destroy a sound
///
/// \param sound Sound to destroy
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_destroy(sfSound* sound);

////////////////////////////////////////////////////////////
/// \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.
///
/// \param sound Sound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_play(sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Pause a sound
///
/// This function pauses the sound if it was playing,
/// otherwise (sound already paused or stopped) it has no effect.
///
/// \param sound Sound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_pause(sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Stop playing a sound
///
/// 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).
///
/// \param sound Sound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_stop(sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Set the source buffer containing the audio data to play
///
/// 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.
///
/// \param sound  Sound object
/// \param buffer Sound buffer to attach to the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer);

////////////////////////////////////////////////////////////
/// \brief Get the audio buffer attached to a sound
///
/// \param sound Sound object
///
/// \return Sound buffer attached to the sound (can be NULL)
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \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.
///
/// \param sound Sound object
/// \param loop  sfTrue to play in loop, sfFalse to play once
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setLoop(sfSound* sound, sfBool loop);

////////////////////////////////////////////////////////////
/// \brief Tell whether or not a sound is in loop mode
///
/// \param sound Sound object
///
/// \return sfTrue if the sound is looping, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfBool sfSound_getLoop(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Get the current status of a sound (stopped, paused, playing)
///
/// \param sound Sound object
///
/// \return Current status
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSoundStatus sfSound_getStatus(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \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.
///
/// \param sound Sound object
/// \param pitch New pitch to apply to the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setPitch(sfSound* sound, float pitch);

////////////////////////////////////////////////////////////
/// \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.
///
/// \param sound  Sound object
/// \param volume Volume of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setVolume(sfSound* sound, float volume);

////////////////////////////////////////////////////////////
/// \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).
///
/// \param sound    Sound object
/// \param position Position of the sound in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setPosition(sfSound* sound, sfVector3f position);

////////////////////////////////////////////////////////////
/// \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).
///
/// \param sound    Sound object
/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setRelativeToListener(sfSound* sound, sfBool relative);

////////////////////////////////////////////////////////////
/// \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.
///
/// \param sound    Sound object
/// \param distance New minimum distance of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setMinDistance(sfSound* sound, float distance);

////////////////////////////////////////////////////////////
/// \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.
///
/// \param sound       Sound object
/// \param attenuation New attenuation factor of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setAttenuation(sfSound* sound, float attenuation);

////////////////////////////////////////////////////////////
/// \brief Change the current playing position of a sound
///
/// The playing position can be changed when the sound is
/// either paused or playing.
///
/// \param sound      Sound object
/// \param timeOffset New playing position
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset);

////////////////////////////////////////////////////////////
/// \brief Get the pitch of a sound
///
/// \param sound Sound object
///
/// \return Pitch of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_getPitch(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Get the volume of a sound
///
/// \param sound Sound object
///
/// \return Volume of the sound, in the range [0, 100]
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_getVolume(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Get the 3D position of a sound in the audio scene
///
/// \param sound Sound object
///
/// \return Position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfVector3f sfSound_getPosition(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Tell whether a sound's position is relative to the
///        listener or is absolute
///
/// \param sound Sound object
///
/// \return sfTrue if the position is relative, sfFalse if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfBool sfSound_isRelativeToListener(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of a sound
///
/// \param sound Sound object
///
/// \return Minimum distance of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_getMinDistance(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of a sound
///
/// \param sound Sound object
///
/// \return Attenuation factor of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_getAttenuation(const sfSound* sound);

////////////////////////////////////////////////////////////
/// \brief Get the current playing position of a sound
///
/// \param sound Sound object
///
/// \return Current playing position
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfTime sfSound_getPlayingOffset(const sfSound* sound);


#endif // SFML_SOUND_H