/*
* 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);
}