Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-11-13 04:41:26 +00:00
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* even if the data format changes on either side halfway through.
*
* An app opens an audio device and binds any number of audio streams to it,
* feeding more data to the streams as available. When the devices needs more
* feeding more data to the streams as available. When the device needs more
* data, it will pull it from all bound streams and mix them together for
* playback.
*
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* keep playing; the app doesn't even have to know it happened if it doesn't
* want to.
*
* ## Simplified audio
*
* As a simplified model for when a single source of audio is all that's
* needed, an app can use SDL_OpenAudioDeviceStream, which is a single
* function to open an audio device, create an audio stream, bind that stream
* to the newly-opened device, and (optionally) provide a callback for
* obtaining audio data. When using this function, the primary interface is
* the SDL_AudioStream and the device handle is mostly hidden away; destroying
* a stream created through this function will also close the device, stream
* bindings cannot be changed, etc. One other quirk of this is that the device
* is started in a _paused_ state and must be explicitly resumed; this is
* partially to offer a clean migration for SDL2 apps and partially because
* the app might have to do more setup before playback begins; in the
* non-simplified form, nothing will play until a stream is bound to a device,
* so they start _unpaused_.
*
* ## Channel layouts
*
* Audio data passing through SDL is uncompressed PCM data, interleaved. One