raylib-lua-legacy/tools/api.h
2020-02-27 18:01:34 +01:00

431 lines
23 KiB
C

void InitWindow(int width, int height, const char *title);
bool WindowShouldClose(void);
void CloseWindow(void);
bool IsWindowReady(void);
bool IsWindowMinimized(void);
bool IsWindowResized(void);
bool IsWindowHidden(void);
void ToggleFullscreen(void);
void UnhideWindow(void);
void HideWindow(void);
void SetWindowIcon(Image image);
void SetWindowTitle(const char *title);
void SetWindowPosition(int x, int y);
void SetWindowMonitor(int monitor);
void SetWindowMinSize(int width, int height);
void SetWindowSize(int width, int height);
void *GetWindowHandle(void);
int GetScreenWidth(void);
int GetScreenHeight(void);
int GetMonitorCount(void);
int GetMonitorWidth(int monitor);
int GetMonitorHeight(int monitor);
int GetMonitorPhysicalWidth(int monitor);
int GetMonitorPhysicalHeight(int monitor);
Vector2 GetWindowPosition(void);
const char *GetMonitorName(int monitor);
const char *GetClipboardText(void);
void SetClipboardText(const char *text);
void ShowCursor(void);
void HideCursor(void);
bool IsCursorHidden(void);
void EnableCursor(void);
void DisableCursor(void);
void ClearBackground(Color color);
void BeginDrawing(void);
void EndDrawing(void);
void BeginMode2D(Camera2D camera);
void EndMode2D(void);
void BeginMode3D(Camera3D camera);
void EndMode3D(void);
void BeginTextureMode(RenderTexture2D target);
void EndTextureMode(void);
void BeginScissorMode(int x, int y, int width, int height);
void EndScissorMode(void);
Ray GetMouseRay(Vector2 mousePosition, Camera camera);
Matrix GetCameraMatrix(Camera camera);
Matrix GetCameraMatrix2D(Camera2D camera);
Vector2 GetWorldToScreen(Vector3 position, Camera camera);
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height);
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);
void SetTargetFPS(int fps);
int GetFPS(void);
float GetFrameTime(void);
double GetTime(void);
int ColorToInt(Color color);
Vector4 ColorNormalize(Color color);
Color ColorFromNormalized(Vector4 normalized);
Vector3 ColorToHSV(Color color);
Color ColorFromHSV(Vector3 hsv);
Color GetColor(int hexValue);
Color Fade(Color color, float alpha);
void SetConfigFlags(unsigned int flags);
void SetTraceLogLevel(int logType);
void SetTraceLogExit(int logType);
void SetTraceLogCallback(TraceLogCallback callback);
void TraceLog(int logType, const char *text, ...);
void TakeScreenshot(const char *fileName);
int GetRandomValue(int min, int max);
unsigned char *LoadFileData(const char *fileName, int *bytesRead);
void SaveFileData(const char *fileName, void *data, int bytesToWrite);
bool FileExists(const char *fileName);
bool IsFileExtension(const char *fileName, const char *ext);
bool DirectoryExists(const char *dirPath);
const char *GetExtension(const char *fileName);
const char *GetFileName(const char *filePath);
const char *GetFileNameWithoutExt(const char *filePath);
const char *GetDirectoryPath(const char *filePath);
const char *GetPrevDirectoryPath(const char *dirPath);
const char *GetWorkingDirectory(void);
char **GetDirectoryFiles(const char *dirPath, int *count);
void ClearDirectoryFiles(void);
bool ChangeDirectory(const char *dir);
bool IsFileDropped(void);
char **GetDroppedFiles(int *count);
void ClearDroppedFiles(void);
long GetFileModTime(const char *fileName);
unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength);
unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength);
void SaveStorageValue(int position, int value);
int LoadStorageValue(int position);
void OpenURL(const char *url);
bool IsKeyPressed(int key);
bool IsKeyDown(int key);
bool IsKeyReleased(int key);
bool IsKeyUp(int key);
void SetExitKey(int key);
int GetKeyPressed(void);
bool IsGamepadAvailable(int gamepad);
bool IsGamepadName(int gamepad, const char *name);
const char *GetGamepadName(int gamepad);
bool IsGamepadButtonPressed(int gamepad, int button);
bool IsGamepadButtonDown(int gamepad, int button);
bool IsGamepadButtonReleased(int gamepad, int button);
bool IsGamepadButtonUp(int gamepad, int button);
int GetGamepadButtonPressed(void);
int GetGamepadAxisCount(int gamepad);
float GetGamepadAxisMovement(int gamepad, int axis);
bool IsMouseButtonPressed(int button);
bool IsMouseButtonDown(int button);
bool IsMouseButtonReleased(int button);
bool IsMouseButtonUp(int button);
int GetMouseX(void);
int GetMouseY(void);
Vector2 GetMousePosition(void);
void SetMousePosition(int x, int y);
void SetMouseOffset(int offsetX, int offsetY);
void SetMouseScale(float scaleX, float scaleY);
int GetMouseWheelMove(void);
int GetTouchX(void);
int GetTouchY(void);
Vector2 GetTouchPosition(int index);
void SetGesturesEnabled(unsigned int gestureFlags);
bool IsGestureDetected(int gesture);
int GetGestureDetected(void);
int GetTouchPointsCount(void);
float GetGestureHoldDuration(void);
Vector2 GetGestureDragVector(void);
float GetGestureDragAngle(void);
Vector2 GetGesturePinchVector(void);
float GetGesturePinchAngle(void);
void SetCameraMode(Camera camera, int mode);
void UpdateCamera(Camera *camera);
void SetCameraPanControl(int panKey);
void SetCameraAltControl(int altKey);
void SetCameraSmoothZoomControl(int szKey);
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey);
void DrawPixel(int posX, int posY, Color color);
void DrawPixelV(Vector2 position, Color color);
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);
void DrawLineStrip(Vector2 *points, int numPoints, Color color);
void DrawCircle(int centerX, int centerY, float radius, Color color);
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);
void DrawCircleV(Vector2 center, float radius, Color color);
void DrawCircleLines(int centerX, int centerY, float radius, Color color);
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);
void DrawRectangle(int posX, int posY, int width, int height, Color color);
void DrawRectangleV(Vector2 position, Vector2 size, Color color);
void DrawRectangleRec(Rectangle rec, Color color);
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);
void DrawRectangleLines(int posX, int posY, int width, int height, Color color);
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color);
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color);
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
void DrawTriangleFan(Vector2 *points, int numPoints, Color color);
void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color);
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
bool CheckCollisionPointRec(Vector2 point, Rectangle rec);
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);
Image LoadImage(const char *fileName);
Image LoadImageEx(Color *pixels, int width, int height);
Image LoadImagePro(void *data, int width, int height, int format);
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);
void ExportImage(Image image, const char *fileName);
void ExportImageAsCode(Image image, const char *fileName);
Texture2D LoadTexture(const char *fileName);
Texture2D LoadTextureFromImage(Image image);
TextureCubemap LoadTextureCubemap(Image image, int layoutType);
RenderTexture2D LoadRenderTexture(int width, int height);
void UnloadImage(Image image);
void UnloadTexture(Texture2D texture);
void UnloadRenderTexture(RenderTexture2D target);
Color *GetImageData(Image image);
Vector4 *GetImageDataNormalized(Image image);
Rectangle GetImageAlphaBorder(Image image, float threshold);
int GetPixelDataSize(int width, int height, int format);
Image GetTextureData(Texture2D texture);
Image GetScreenData(void);
void UpdateTexture(Texture2D texture, const void *pixels);
Image ImageCopy(Image image);
Image ImageFromImage(Image image, Rectangle rec);
void ImageToPOT(Image *image, Color fillColor);
void ImageFormat(Image *image, int newFormat);
void ImageAlphaMask(Image *image, Image alphaMask);
void ImageAlphaClear(Image *image, Color color, float threshold);
void ImageAlphaCrop(Image *image, float threshold);
void ImageAlphaPremultiply(Image *image);
void ImageCrop(Image *image, Rectangle crop);
void ImageResize(Image *image, int newWidth, int newHeight);
void ImageResizeNN(Image *image, int newWidth,int newHeight);
void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);
void ImageMipmaps(Image *image);
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount);
Image ImageText(const char *text, int fontSize, Color color);
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);
void ImageDrawRectangle(Image *dst, Rectangle rec, Color color);
void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);
void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);
void ImageFlipVertical(Image *image);
void ImageFlipHorizontal(Image *image);
void ImageRotateCW(Image *image);
void ImageRotateCCW(Image *image);
void ImageColorTint(Image *image, Color color);
void ImageColorInvert(Image *image);
void ImageColorGrayscale(Image *image);
void ImageColorContrast(Image *image, float contrast);
void ImageColorBrightness(Image *image, int brightness);
void ImageColorReplace(Image *image, Color color, Color replace);
Image GenImageColor(int width, int height, Color color);
Image GenImageGradientV(int width, int height, Color top, Color bottom);
Image GenImageGradientH(int width, int height, Color left, Color right);
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);
Image GenImageWhiteNoise(int width, int height, float factor);
Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);
Image GenImageCellular(int width, int height, int tileSize);
void GenTextureMipmaps(Texture2D *texture);
void SetTextureFilter(Texture2D texture, int filterMode);
void SetTextureWrap(Texture2D texture, int wrapMode);
void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);
Font GetFontDefault(void);
Font LoadFont(const char *fileName);
Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount);
Font LoadFontFromImage(Image image, Color key, int firstChar);
CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type);
Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod);
void UnloadFont(Font font);
void DrawFPS(int posX, int posY);
void DrawText(const char *text, int posX, int posY, int fontSize, Color color);
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);
void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);
void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint);
void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint);
int MeasureText(const char *text, int fontSize);
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);
int GetGlyphIndex(Font font, int codepoint);
int TextCopy(char *dst, const char *src);
bool TextIsEqual(const char *text1, const char *text2);
unsigned int TextLength(const char *text);
const char *TextFormat(const char *text, ...);
const char *TextSubtext(const char *text, int position, int length);
char *TextReplace(char *text, const char *replace, const char *by);
char *TextInsert(const char *text, const char *insert, int position);
const char *TextJoin(const char **textList, int count, const char *delimiter);
const char **TextSplit(const char *text, char delimiter, int *count);
void TextAppend(char *text, const char *append, int *position);
int TextFindIndex(const char *text, const char *find);
const char *TextToUpper(const char *text);
const char *TextToLower(const char *text);
const char *TextToPascal(const char *text);
int TextToInteger(const char *text);
char *TextToUtf8(int *codepoints, int length);
int *GetCodepoints(const char *text, int *count);
int GetCodepointsCount(const char *text);
int GetNextCodepoint(const char *text, int *bytesProcessed);
const char *CodepointToUtf8(int codepoint, int *byteLength);
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);
void DrawPoint3D(Vector3 position, Color color);
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color);
void DrawCube(Vector3 position, float width, float height, float length, Color color);
void DrawCubeV(Vector3 position, Vector3 size, Color color);
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color);
void DrawSphere(Vector3 centerPos, float radius, Color color);
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);
void DrawPlane(Vector3 centerPos, Vector2 size, Color color);
void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing);
void DrawGizmo(Vector3 position);
Model LoadModel(const char *fileName);
Model LoadModelFromMesh(Mesh mesh);
void UnloadModel(Model model);
Mesh *LoadMeshes(const char *fileName, int *meshCount);
void ExportMesh(Mesh mesh, const char *fileName);
void UnloadMesh(Mesh mesh);
Material *LoadMaterials(const char *fileName, int *materialCount);
Material LoadMaterialDefault(void);
void UnloadMaterial(Material material);
void SetMaterialTexture(Material *material, int mapType, Texture2D texture);
void SetModelMeshMaterial(Model *model, int meshId, int materialId);
ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount);
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
void UnloadModelAnimation(ModelAnimation anim);
bool IsModelAnimationValid(Model model, ModelAnimation anim);
Mesh GenMeshPoly(int sides, float radius);
Mesh GenMeshPlane(float width, float length, int resX, int resZ);
Mesh GenMeshCube(float width, float height, float length);
Mesh GenMeshSphere(float radius, int rings, int slices);
Mesh GenMeshHemiSphere(float radius, int rings, int slices);
Mesh GenMeshCylinder(float radius, float height, int slices);
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);
Mesh GenMeshHeightmap(Image heightmap, Vector3 size);
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
BoundingBox MeshBoundingBox(Mesh mesh);
void MeshTangents(Mesh *mesh);
void MeshBinormals(Mesh *mesh);
void DrawModel(Model model, Vector3 position, float scale, Color tint);
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);
void DrawModelWires(Model model, Vector3 position, float scale, Color tint);
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);
void DrawBoundingBox(BoundingBox box, Color color);
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint);
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);
bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius);
bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint);
bool CheckCollisionRayBox(Ray ray, BoundingBox box);
RayHitInfo GetCollisionRayModel(Ray ray, Model model);
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
char *LoadText(const char *fileName);
Shader LoadShader(const char *vsFileName, const char *fsFileName);
Shader LoadShaderCode(const char *vsCode, const char *fsCode);
void UnloadShader(Shader shader);
Shader GetShaderDefault(void);
Texture2D GetTextureDefault(void);
Texture2D GetShapesTexture(void);
Rectangle GetShapesTextureRec(void);
void SetShapesTexture(Texture2D texture, Rectangle source);
int GetShaderLocation(Shader shader, const char *uniformName);
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType);
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count);
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);
void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture);
void SetMatrixProjection(Matrix proj);
void SetMatrixModelview(Matrix view);
Matrix GetMatrixModelview(void);
Matrix GetMatrixProjection(void);
Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size);
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);
Texture2D GenTextureBRDF(Shader shader, int size);
void BeginShaderMode(Shader shader);
void EndShaderMode(void);
void BeginBlendMode(int mode);
void EndBlendMode(void);
void InitVrSimulator(void);
void CloseVrSimulator(void);
void UpdateVrTracking(Camera *camera);
void SetVrConfiguration(VrDeviceInfo info, Shader distortion);
bool IsVrSimulatorReady(void);
void ToggleVrMode(void);
void BeginVrDrawing(void);
void EndVrDrawing(void);
void InitAudioDevice(void);
void CloseAudioDevice(void);
bool IsAudioDeviceReady(void);
void SetMasterVolume(float volume);
Wave LoadWave(const char *fileName);
Sound LoadSound(const char *fileName);
Sound LoadSoundFromWave(Wave wave);
void UpdateSound(Sound sound, const void *data, int samplesCount);
void UnloadWave(Wave wave);
void UnloadSound(Sound sound);
void ExportWave(Wave wave, const char *fileName);
void ExportWaveAsCode(Wave wave, const char *fileName);
void PlaySound(Sound sound);
void StopSound(Sound sound);
void PauseSound(Sound sound);
void ResumeSound(Sound sound);
void PlaySoundMulti(Sound sound);
void StopSoundMulti(void);
int GetSoundsPlaying(void);
bool IsSoundPlaying(Sound sound);
void SetSoundVolume(Sound sound, float volume);
void SetSoundPitch(Sound sound, float pitch);
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
Wave WaveCopy(Wave wave);
void WaveCrop(Wave *wave, int initSample, int finalSample);
float *GetWaveData(Wave wave);
Music LoadMusicStream(const char *fileName);
void UnloadMusicStream(Music music);
void PlayMusicStream(Music music);
void UpdateMusicStream(Music music);
void StopMusicStream(Music music);
void PauseMusicStream(Music music);
void ResumeMusicStream(Music music);
bool IsMusicPlaying(Music music);
void SetMusicVolume(Music music, float volume);
void SetMusicPitch(Music music, float pitch);
void SetMusicLoopCount(Music music, int count);
float GetMusicTimeLength(Music music);
float GetMusicTimePlayed(Music music);
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels);
void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount);
void CloseAudioStream(AudioStream stream);
bool IsAudioStreamProcessed(AudioStream stream);
void PlayAudioStream(AudioStream stream);
void PauseAudioStream(AudioStream stream);
void ResumeAudioStream(AudioStream stream);
bool IsAudioStreamPlaying(AudioStream stream);
void StopAudioStream(AudioStream stream);
void SetAudioStreamVolume(AudioStream stream, float volume);
void SetAudioStreamPitch(AudioStream stream, float pitch);
void SetAudioStreamBufferSizeDefault(int size);