Quellcode durchsuchen

audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.

Ryan C. Gordon vor 1 Jahr
Ursprung
Commit
58c859f64d

+ 2 - 2
docs/README-migration.md

@@ -94,7 +94,7 @@ In SDL2, you might have done something like this to play audio...
     /* ...somewhere near startup... */
     const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
     SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback, &my_audio_callback_user_data);
-    SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
+    SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
 ```
 
 If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightforward.
@@ -103,7 +103,7 @@ If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightf
     /* ...somewhere near startup... */
     const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
     SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, NULL, NULL);
-    SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
+    SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
 
     /* ...in your main loop... */
     /* calculate a little more audio into `buf`, add it to `stream` */

+ 5 - 5
include/SDL3/SDL_audio.h

@@ -549,7 +549,7 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
  * \sa SDL_BindAudioStreams
  * \sa SDL_UnbindAudioStreams
  * \sa SDL_UnbindAudioStream
- * \sa SDL_GetAudioStreamBinding
+ * \sa SDL_GetAudioStreamDevice
  */
 extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
 
@@ -571,7 +571,7 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_Au
  * \sa SDL_BindAudioStreams
  * \sa SDL_UnbindAudioStreams
  * \sa SDL_UnbindAudioStream
- * \sa SDL_GetAudioStreamBinding
+ * \sa SDL_GetAudioStreamDevice
  */
 extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
 
@@ -595,7 +595,7 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_Aud
  * \sa SDL_BindAudioStreams
  * \sa SDL_BindAudioStream
  * \sa SDL_UnbindAudioStream
- * \sa SDL_GetAudioStreamBinding
+ * \sa SDL_GetAudioStreamDevice
  */
 extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
 
@@ -614,7 +614,7 @@ extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, i
  * \sa SDL_BindAudioStream
  * \sa SDL_BindAudioStreams
  * \sa SDL_UnbindAudioStreams
- * \sa SDL_GetAudioStreamBinding
+ * \sa SDL_GetAudioStreamDevice
  */
 extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
 
@@ -638,7 +638,7 @@ extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
  * \sa SDL_UnbindAudioStream
  * \sa SDL_UnbindAudioStreams
  */
-extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamBinding(SDL_AudioStream *stream);
+extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream);
 
 
 /**

+ 1 - 1
src/audio/SDL_audio.c

@@ -1498,7 +1498,7 @@ void SDL_UnbindAudioStream(SDL_AudioStream *stream)
     SDL_UnbindAudioStreams(&stream, 1);
 }
 
-SDL_AudioDeviceID SDL_GetAudioStreamBinding(SDL_AudioStream *stream)
+SDL_AudioDeviceID SDL_GetAudioStreamDevice(SDL_AudioStream *stream)
 {
     SDL_AudioDeviceID retval = 0;
     if (stream) {

+ 1 - 1
src/dynapi/SDL_dynapi.sym

@@ -886,7 +886,7 @@ SDL3_0.0.0 {
     SDL_PauseAudioDevice;
     SDL_ResumeAudioDevice;
     SDL_IsAudioDevicePaused;
-    SDL_GetAudioStreamBinding;
+    SDL_GetAudioStreamDevice;
     SDL_ShowWindowSystemMenu;
     SDL_ReadS16LE;
     SDL_ReadS16BE;

+ 1 - 1
src/dynapi/SDL_dynapi_overrides.h

@@ -911,7 +911,7 @@
 #define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
 #define SDL_ResumeAudioDevice SDL_ResumeAudioDevice_REAL
 #define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
-#define SDL_GetAudioStreamBinding SDL_GetAudioStreamBinding_REAL
+#define SDL_GetAudioStreamDevice SDL_GetAudioStreamDevice_REAL
 #define SDL_ShowWindowSystemMenu SDL_ShowWindowSystemMenu_REAL
 #define SDL_ReadS16LE SDL_ReadS16LE_REAL
 #define SDL_ReadS16BE SDL_ReadS16BE_REAL

+ 1 - 1
src/dynapi/SDL_dynapi_procs.h

@@ -955,7 +955,7 @@ SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uin
 SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
-SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamBinding,(SDL_AudioStream *a),(a),return)
+SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16LE,(SDL_RWops *a, Sint16 *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16BE,(SDL_RWops *a, Sint16 *b),(a,b),return)

+ 1 - 1
test/loopwave.c

@@ -72,7 +72,7 @@ open_audio(void)
         SDL_free(wave.sound);
         quit(2);
     }
-    SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
+    SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
 }
 
 

+ 2 - 2
test/testaudiocapture.c

@@ -28,8 +28,8 @@ static int done = 0;
 
 static void loop(void)
 {
-    const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamBinding(stream_in);
-    const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamBinding(stream_out);
+    const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);
+    const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamDevice(stream_out);
     SDL_bool please_quit = SDL_FALSE;
     SDL_Event e;
 

+ 1 - 1
test/testaudiohotplug.c

@@ -88,7 +88,7 @@ static void iteration(void)
                     /* !!! FIXME: laziness, this used to loop the audio, but we'll just play it once for now on each connect. */
                     SDL_PutAudioStreamData(stream, sound, soundlen);
                     SDL_FlushAudioStream(stream);
-                    SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
+                    SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
                     /* !!! FIXME: this is leaking the stream for now. We'll wire it up to a dictionary or whatever later. */
                 }
             }

+ 2 - 2
test/testmultiaudio.c

@@ -66,7 +66,7 @@ test_multi_audio(SDL_AudioDeviceID *devices, int devcount)
         if ((stream = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL)) == NULL) {
             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed: %s", SDL_GetError());
         } else {
-            SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
+            SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
             SDL_PutAudioStreamData(stream, sound, soundlen);
             SDL_FlushAudioStream(stream);
 #ifdef __EMSCRIPTEN__
@@ -107,7 +107,7 @@ test_multi_audio(SDL_AudioDeviceID *devices, int devcount)
         /* try to start all the devices about the same time. SDL does not guarantee sync across physical devices. */
         for (i = 0; i < devcount; i++) {
             if (streams[i]) {
-                SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(streams[i]));
+                SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(streams[i]));
             }
         }
 

+ 1 - 1
test/testsurround.c

@@ -216,7 +216,7 @@ int main(int argc, char *argv[])
             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_OpenAudioDeviceStream() failed: %s\n", SDL_GetError());
             continue;
         }
-        SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
+        SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
 
         for (j = 0; j < total_channels; j++) {
             const int sine_freq = is_lfe_channel(j, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;