This file is indexed.

/usr/include/SFML/Audio/Music.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
////////////////////////////////////////////////////////////
//
// 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_MUSIC_H
#define SFML_MUSIC_H

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.h>
#include <SFML/Audio/SoundStatus.h>
#include <SFML/Audio/Types.h>


////////////////////////////////////////////////////////////
/// Create a new music and load it from a file
///
/// \param Filename : Path of the music file to open
///
/// \return A new sfMusic object (NULL if failed)
///
////////////////////////////////////////////////////////////
CSFML_API sfMusic* sfMusic_CreateFromFile(const char* Filename);

////////////////////////////////////////////////////////////
/// Create a new music and load it from a file in memory
///
/// \param Data :        Pointer to the file data in memory
/// \param SizeInBytes : Size of the data to load, in bytes
///
/// \return A new sfMusic object (NULL if failed)
///
////////////////////////////////////////////////////////////
CSFML_API sfMusic* sfMusic_CreateFromMemory(const char* Data, size_t SizeInBytes);

////////////////////////////////////////////////////////////
/// Destroy an existing music
///
/// \param Music : Music to delete
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_Destroy(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Set a music loop state
///
/// \param Music : Music to set the loop state
/// \param Loop :  sfTrue to play in loop, sfFalse to play once
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetLoop(sfMusic* Music, sfBool Loop);

////////////////////////////////////////////////////////////
/// Tell whether or not a music is looping
///
/// \param Music : Music to get the loop state from
///
/// \return sfTrue if the music is looping, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfMusic_GetLoop(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get a music duration
///
/// \param Music : Music to get the duration from
///
/// \return Music duration, in seconds
///
////////////////////////////////////////////////////////////
CSFML_API float sfMusic_GetDuration(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Start playing a music
///
/// \param Music : Music to play
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_Play(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Pause a music
///
/// \param Music : Music to pause
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_Pause(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Stop playing a music
///
/// \param Music : Music to stop
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_Stop(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Return the number of channels of a music (1 = mono, 2 = stereo)
///
/// \param Music : Music to get the channels count from
///
/// \return Number of channels
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfMusic_GetChannelsCount(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the stream sample rate of a music
///
/// \param Music : Music to get the sample rate from
///
/// \return Stream frequency (number of samples per second)
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfMusic_GetSampleRate(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the status of a music (stopped, paused, playing)
///
/// \param Music : Music to get the status from
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundStatus sfMusic_GetStatus(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the current playing position of a music
///
/// \param Music : Music to get the position from
///
/// \return Current playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
CSFML_API float sfMusic_GetPlayingOffset(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Set the pitch of a music
///
/// \param Music : Music to modify
/// \param Pitch : New pitch
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetPitch(sfMusic* Music, float Pitch);

////////////////////////////////////////////////////////////
/// Set the volume of a music
///
/// \param Music :  Music to modify
/// \param Volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetVolume(sfMusic* Music, float Volume);

////////////////////////////////////////////////////////////
/// Set the position of a music
///
/// \param Music : Music to modify
/// \param X : X   position of the sound in the world
/// \param Y : Y   position of the sound in the world
/// \param Z : Z   position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetPosition(sfMusic* Music, float X, float Y, float Z);

////////////////////////////////////////////////////////////
/// Make the music's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param Music :    Music to modify
/// \param Relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetRelativeToListener(sfMusic* Music, sfBool Relative);

////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the music at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param Music :       Music to modify
/// \param MinDistance : New minimum distance for the music
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetMinDistance(sfMusic* Music, float MinDistance);

////////////////////////////////////////////////////////////
/// Set the attenuation factor - the higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default attenuation factor 1.0
///
/// \param Sound :       Sound to modify
/// \param Attenuation : New attenuation factor for the sound
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_SetAttenuation(sfMusic* Music, float Attenuation);

////////////////////////////////////////////////////////////
/// Get the pitch of a music
///
/// \param Music : Music to get the pitch from
///
/// \return Pitch value
///
////////////////////////////////////////////////////////////
CSFML_API float sfMusic_GetPitch(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the volume of a music
///
/// \param Music : Music to get the volume from
///
/// \return Volume value (in range [1, 100])
///
////////////////////////////////////////////////////////////
CSFML_API float sfMusic_GetVolume(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the position of a music
///
/// \param Music : Music to get the position from
/// \param X :     X position of the sound in the world
/// \param Y :     Y position of the sound in the world
/// \param Z :     Z position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfMusic_GetPosition(sfMusic* Music, float* X, float* Y, float* Z);

////////////////////////////////////////////////////////////
/// Tell if the music's position is relative to the listener's
/// position, or if it's absolute
///
/// \param Music : Music to check
///
/// \return sfTrue if the position is relative, sfFalse if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfMusic_IsRelativeToListener(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the minimum distance of a music
///
/// \param Music : Music to get the minimum distance from
///
/// \return Minimum distance for the music
///
////////////////////////////////////////////////////////////
CSFML_API float sfMusic_GetMinDistance(sfMusic* Music);

////////////////////////////////////////////////////////////
/// Get the attenuation factor of a music
///
/// \param Music : Music to get the attenuation factor from
///
/// \return Attenuation factor for the a music
///
////////////////////////////////////////////////////////////
CSFML_API float sfMusic_GetAttenuation(sfMusic* Music);


#endif // SFML_MUSIC_H