/* * call-seq: * volume -> vol * * Return the volume level of the sound. * 0.0 is totally silent, 1.0 is full volume. * * **NOTE**: Ignores fading in or out. * */ static VALUE rg_sound_getvolume( VALUE self ) { RG_Sound *sound; Data_Get_Struct(self, RG_Sound, sound); return rb_float_new(sound->volume); }