// SetReverseStereo // (https://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_83.html) func SetReverseStereo(channel, flip int) error { _channel := (C.int)(channel) _flip := (C.int)(flip) if (C.Mix_SetReverseStereo(_channel, _flip)) == 0 { return sdl.GetError() } return nil }
func SetReverseStereo(channel int, flip int) bool { _channel := (C.int)(channel) _flip := (C.int)(flip) return int(C.Mix_SetReverseStereo(_channel, _flip)) == 0 }
// Causes a channel to reverse its stereo. This is handy if the user has his // speakers hooked up backwards, or you would like to have a minor bit of // psychedelia in your sound code. :) Calling this function with (flip) // set to non-zero reverses the chunks's usual channels. If (flip) is zero, // the effect is unregistered. // returns zero if error nonzero if reversing effect is enabled. // Note that an audio device in mono mode is a no-op, but this call // will return successful in that case. // Error messages can be retrieved from Mix_GetError(). func SetReverseStereo(channel int, flip int) (int) { return int(C.Mix_SetReverseStereo(C.int(channel), C.int(flip))) }