func Volume(channel, volume int) int { _channel := (C.int)(channel) _volume := (C.int)(volume) return (int)(C.Mix_Volume(_channel, _volume)) }
func (t *Sound) updateVolume() { t.volume = GDefaultVolume * t.defaultVolume * t.volumeFactor3D t.volume = t.volume.Clamp01() C.Mix_Volume(C.int(t.channel), C.int(t.volume*C.MIX_MAX_VOLUME)) }
// Set the volume in the range of 0-128 of a specific channel or chunk. // If the specified channel is -1, set volume for all channels. // Returns the original volume. // If the specified volume is -1, just return the current volume. func VolumeChannel(channel, volume int) (int) { return int(C.Mix_Volume(C.int(channel), C.int(volume))); }