/*
 *  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);
}