text: ////////////////////////////////////////////////////////////
  //
  // SFML - Simple and Fast Multimedia Library
  // Copyright (C) 2007-2014 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_SOUNDSOURCE_HPP
  #define SFML_SOUNDSOURCE_HPP
  
  ////////////////////////////////////////////////////////////
  // Headers
  ////////////////////////////////////////////////////////////
  #include <SFML/Audio/Export.hpp>
  #include <SFML/System/Vector3.hpp>
  
  
  namespace sf
  {
  ////////////////////////////////////////////////////////////
  /// \brief Base class defining a sound's properties
  ///
  ////////////////////////////////////////////////////////////
  class SFML_AUDIO_API SoundSource
  {
  public :
  
      ////////////////////////////////////////////////////////////
      /// \brief Enumeration of the sound source states
      ///
      ////////////////////////////////////////////////////////////
      enum Status
      {
          Stopped, ///< Sound is not playing
          Paused,  ///< Sound is paused
          Playing  ///< Sound is playing
      };
  
      ////////////////////////////////////////////////////////////
      /// \brief Copy constructor
      ///
      /// \param copy Instance to copy
      ///
      ////////////////////////////////////////////////////////////
      SoundSource(const SoundSource& copy);
  
      ////////////////////////////////////////////////////////////
      /// \brief Destructor
      ///
      ////////////////////////////////////////////////////////////
      virtual ~SoundSource();
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the pitch of the 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 pitch New pitch to apply to the sound
      ///
      /// \see getPitch
      ///
      ////////////////////////////////////////////////////////////
      void setPitch(float pitch);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the volume of the sound
      ///
      /// The volume is a value between 0 (mute) and 100 (full volume).
      /// The default value for the volume is 100.
      ///
      /// \param volume Volume of the sound
      ///
      /// \see getVolume
      ///
      ////////////////////////////////////////////////////////////
      void setVolume(float volume);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the 3D position of the 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 x X coordinate of the position of the sound in the scene
      /// \param y Y coordinate of the position of the sound in the scene
      /// \param z Z coordinate of the position of the sound in the scene
      ///
      /// \see getPosition
      ///
      ////////////////////////////////////////////////////////////
      void setPosition(float x, float y, float z);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the 3D position of the 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 position Position of the sound in the scene
      ///
      /// \see getPosition
      ///
      ////////////////////////////////////////////////////////////
      void setPosition(const Vector3f& 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 relative True to set the position relative, false to set it absolute
      ///
      /// \see isRelativeToListener
      ///
      ////////////////////////////////////////////////////////////
      void setRelativeToListener(bool relative);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the minimum distance of the 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 distance New minimum distance of the sound
      ///
      /// \see getMinDistance, setAttenuation
      ///
      ////////////////////////////////////////////////////////////
      void setMinDistance(float distance);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the attenuation factor of the 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 attenuation New attenuation factor of the sound
      ///
      /// \see getAttenuation, setMinDistance
      ///
      ////////////////////////////////////////////////////////////
      void setAttenuation(float attenuation);
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the pitch of the sound
      ///
      /// \return Pitch of the sound
      ///
      /// \see setPitch
      ///
      ////////////////////////////////////////////////////////////
      float getPitch() const;
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the volume of the sound
      ///
      /// \return Volume of the sound, in the range [0, 100]
      ///
      /// \see setVolume
      ///
      ////////////////////////////////////////////////////////////
      float getVolume() const;
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the 3D position of the sound in the audio scene
      ///
      /// \return Position of the sound
      ///
      /// \see setPosition
      ///
      ////////////////////////////////////////////////////////////
      Vector3f getPosition() const;
  
      ////////////////////////////////////////////////////////////
      /// \brief Tell whether the sound's position is relative to the
      ///        listener or is absolute
      ///
      /// \return True if the position is relative, false if it's absolute
      ///
      /// \see setRelativeToListener
      ///
      ////////////////////////////////////////////////////////////
      bool isRelativeToListener() const;
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the minimum distance of the sound
      ///
      /// \return Minimum distance of the sound
      ///
      /// \see setMinDistance, getAttenuation
      ///
      ////////////////////////////////////////////////////////////
      float getMinDistance() const;
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the attenuation factor of the sound
      ///
      /// \return Attenuation factor of the sound
      ///
      /// \see setAttenuation, getMinDistance
      ///
      ////////////////////////////////////////////////////////////
      float getAttenuation() const;
  
  protected :
  
      ////////////////////////////////////////////////////////////
      /// \brief Default constructor
      ///
      /// This constructor is meant ot be called by derived classes only.
      ///
      ////////////////////////////////////////////////////////////
      SoundSource();
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the current status of the sound (stopped, paused, playing)
      ///
      /// \return Current status of the sound
      ///
      ////////////////////////////////////////////////////////////
      Status getStatus() const;
  
      ////////////////////////////////////////////////////////////
      // Member data
      ////////////////////////////////////////////////////////////
      unsigned int m_source; ///< OpenAL source identifier
  };
  
  } // namespace sf
  
  
  #endif // SFML_SOUNDSOURCE_HPP
  
  
  ////////////////////////////////////////////////////////////
  /// \class sf::SoundSource
  /// \ingroup audio
  ///
  /// sf::SoundSource is not meant to be used directly, it
  /// only serves as a common base for all audio objects
  /// that can live in the audio environment.
  ///
  /// It defines several properties for the sound: pitch,
  /// volume, position, attenuation, etc. All of them can be
  /// changed at any time with no impact on performances.
  ///
  /// \see sf::Sound, sf::SoundStream
  ///
  ////////////////////////////////////////////////////////////
  