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Sync wiki -> headers.
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@ -407,8 +407,8 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
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* Open a specific audio device.
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*
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* Passing in a `device` name of NULL requests the most reasonable default.
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* The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
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* some drivers allow arbitrary and driver-specific strings, such as a
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* The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(),
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* but some drivers allow arbitrary and driver-specific strings, such as a
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* hostname/IP address for a remote audio server, or a filename in the
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* diskaudio driver.
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*
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@ -545,13 +545,13 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDevice
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/**
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* Use this function to play audio on a specified device.
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*
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* Newly-opened audio devices start in the paused state, so you must
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* call this function after opening the specified audio
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* device to start playing sound. This allows you to safely initialize data
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* for your callback function after opening the audio device. Silence will be
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* written to the audio device while paused, and the audio callback is
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* guaranteed to not be called. Pausing one device does not prevent other
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* unpaused devices from running their callbacks.
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* Newly-opened audio devices start in the paused state, so you must call this
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* function after opening the specified audio device to start playing sound.
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* This allows you to safely initialize data for your callback function after
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* opening the audio device. Silence will be written to the audio device while
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* paused, and the audio callback is guaranteed to not be called. Pausing one
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* device does not prevent other unpaused devices from running their
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* callbacks.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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*
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@ -567,11 +567,10 @@ extern DECLSPEC void SDLCALL SDL_PlayAudioDevice(SDL_AudioDeviceID dev);
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/**
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* Use this function to pause audio playback on a specified device.
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*
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* This function pauses the audio callback processing for a given
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* device. Silence will be written to the audio device while paused, and
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* the audio callback is guaranteed to not be called.
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* Pausing one device does not prevent other unpaused devices from running
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* their callbacks.
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* This function pauses the audio callback processing for a given device.
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* Silence will be written to the audio device while paused, and the audio
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* callback is guaranteed to not be called. Pausing one device does not
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* prevent other unpaused devices from running their callbacks.
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*
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* If you just need to protect a few variables from race conditions vs your
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* callback, you shouldn't pause the audio device, as it will lead to dropouts
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@ -1119,15 +1118,16 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
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* \param src_format The format of the source audio
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* \param src_channels The number of channels of the source audio
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* \param src_rate The sampling rate of the source audio
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* \param src_len The len of src_data
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* \param src_len The len of src_data
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* \param src_data The audio data to be converted
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* \param dst_format The format of the desired audio output
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* \param dst_channels The number of channels of the desired audio output
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* \param dst_rate The sampling rate of the desired audio output
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* \param dst_len Will be filled with the len of dst_data
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* \param dst_data Will be filled with a pointer to converted audio data, which should be freed with SDL_free().
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*
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* \returns 0 on success or a negative error code on failure. On error, *dst_data will be NULL and so not allocated.
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* \param dst_len Will be filled with the len of dst_data
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* \param dst_data Will be filled with a pointer to converted audio data,
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* which should be freed with SDL_free().
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* \returns 0 on success or a negative error code on failure. On error,
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* *dst_data will be NULL and so not allocated.
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*
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* \since This function is available since SDL 3.0.0.
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*
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