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@@ -248,18 +248,18 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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/**
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* Get a list of currently-connected audio output devices.
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*
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- * This returns of list of available devices that play sound, perhaps
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- * to speakers or headphones ("output" devices). If you want devices
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- * that record audio, like a microphone ("capture" devices), use
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+ * This returns of list of available devices that play sound, perhaps to
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+ * speakers or headphones ("output" devices). If you want devices that record
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+ * audio, like a microphone ("capture" devices), use
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* SDL_GetAudioCaptureDevices() instead.
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*
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- * This only returns a list of physical devices; it will not have any
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- * device IDs returned by SDL_OpenAudioDevice().
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+ * This only returns a list of physical devices; it will not have any device
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+ * IDs returned by SDL_OpenAudioDevice().
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*
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* \param count a pointer filled in with the number of devices returned
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- * \returns a 0 terminated array of device instance IDs which should be
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- * freed with SDL_free(), or NULL on error; call SDL_GetError() for
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- * more details.
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+ * \returns a 0 terminated array of device instance IDs which should be freed
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+ * with SDL_free(), or NULL on error; call SDL_GetError() for more
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+ * details.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -274,17 +274,17 @@ extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *count)
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* Get a list of currently-connected audio capture devices.
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*
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* This returns of list of available devices that record audio, like a
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- * microphone ("capture" devices). If you want devices
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- * that play sound, perhaps to speakers or headphones ("output" devices),
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- * use SDL_GetAudioOutputDevices() instead.
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+ * microphone ("capture" devices). If you want devices that play sound,
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+ * perhaps to speakers or headphones ("output" devices), use
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+ * SDL_GetAudioOutputDevices() instead.
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*
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- * This only returns a list of physical devices; it will not have any
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- * device IDs returned by SDL_OpenAudioDevice().
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+ * This only returns a list of physical devices; it will not have any device
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+ * IDs returned by SDL_OpenAudioDevice().
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*
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* \param count a pointer filled in with the number of devices returned
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- * \returns a 0 terminated array of device instance IDs which should be
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- * freed with SDL_free(), or NULL on error; call SDL_GetError() for
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- * more details.
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+ * \returns a 0 terminated array of device instance IDs which should be freed
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+ * with SDL_free(), or NULL on error; call SDL_GetError() for more
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+ * details.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -316,15 +316,14 @@ extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
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/**
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* Get the current audio format of a specific audio device.
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*
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- * For an opened device, this will report the format the device is
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- * currently using. If the device isn't yet opened, this will report
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- * the device's preferred format (or a reasonable default if this
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- * can't be determined).
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+ * For an opened device, this will report the format the device is currently
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+ * using. If the device isn't yet opened, this will report the device's
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+ * preferred format (or a reasonable default if this can't be determined).
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*
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* You may also specify SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
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- * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE here, which is useful for getting
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- * a reasonable recommendation before opening the system-recommended
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- * default device.
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+ * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE here, which is useful for getting a
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+ * reasonable recommendation before opening the system-recommended default
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+ * device.
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*
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* \param devid the instance ID of the device to query.
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* \param spec On return, will be filled with device details.
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@@ -341,67 +340,68 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SD
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/**
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* Open a specific audio device.
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*
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- * You can open both output and capture devices through this function.
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- * Output devices will take data from bound audio streams, mix it, and
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- * send it to the hardware. Capture devices will feed any bound audio
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- * streams with a copy of any incoming data.
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- *
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- * An opened audio device starts out with no audio streams bound. To
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- * start audio playing, bind a stream and supply audio data to it. Unlike
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- * SDL2, there is no audio callback; you only bind audio streams and
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- * make sure they have data flowing into them (although, as an optional
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- * feature, each audio stream may have its own callback, which can be
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- * used to simulate SDL2's semantics).
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- *
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- * If you don't care about opening a specific device, pass a `devid`
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- * of either `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or
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- * `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In this case, SDL will try to
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- * pick the most reasonable default, and may also switch between
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- * physical devices seamlessly later, if the most reasonable default
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- * changes during the lifetime of this opened device (user changed
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- * the default in the OS's system preferences, the default got
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- * unplugged so the system jumped to a new default, the user plugged
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- * in headphones on a mobile device, etc). Unless you have a good
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- * reason to choose a specific device, this is probably what you want.
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- *
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- * You may request a specific format for the audio device, but there is
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- * no promise the device will honor that request for several reasons. As
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- * such, it's only meant to be a hint as to what data your app will
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- * provide. Audio streams will accept data in whatever format you specify and
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- * manage conversion for you as appropriate. SDL_GetAudioDeviceFormat can
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- * tell you the preferred format for the device before opening and the
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- * actual format the device is using after opening.
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- *
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- * It's legal to open the same device ID more than once; each successful
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- * open will generate a new logical SDL_AudioDeviceID that is managed
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- * separately from others on the same physical device. This allows
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- * libraries to open a device separately from the main app and bind its own
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- * streams without conflicting.
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- *
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- * It is also legal to open a device ID returned by a previous call to
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- * this function; doing so just creates another logical device on the same
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- * physical device. This may be useful for making logical groupings of
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- * audio streams.
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+ * You can open both output and capture devices through this function. Output
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+ * devices will take data from bound audio streams, mix it, and send it to the
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+ * hardware. Capture devices will feed any bound audio streams with a copy of
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+ * any incoming data.
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+ *
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+ * An opened audio device starts out with no audio streams bound. To start
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+ * audio playing, bind a stream and supply audio data to it. Unlike SDL2,
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+ * there is no audio callback; you only bind audio streams and make sure they
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+ * have data flowing into them (although, as an optional feature, each audio
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+ * stream may have its own callback, which can be used to simulate SDL2's
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+ * semantics).
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+ *
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+ * If you don't care about opening a specific device, pass a `devid` of either
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+ * `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In
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+ * this case, SDL will try to pick the most reasonable default, and may also
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+ * switch between physical devices seamlessly later, if the most reasonable
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+ * default changes during the lifetime of this opened device (user changed the
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+ * default in the OS's system preferences, the default got unplugged so the
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+ * system jumped to a new default, the user plugged in headphones on a mobile
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+ * device, etc). Unless you have a good reason to choose a specific device,
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+ * this is probably what you want.
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+ *
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+ * You may request a specific format for the audio device, but there is no
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+ * promise the device will honor that request for several reasons. As such,
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+ * it's only meant to be a hint as to what data your app will provide. Audio
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+ * streams will accept data in whatever format you specify and manage
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+ * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you
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+ * the preferred format for the device before opening and the actual format
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+ * the device is using after opening.
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+ *
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+ * It's legal to open the same device ID more than once; each successful open
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+ * will generate a new logical SDL_AudioDeviceID that is managed separately
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+ * from others on the same physical device. This allows libraries to open a
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+ * device separately from the main app and bind its own streams without
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+ * conflicting.
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+ *
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+ * It is also legal to open a device ID returned by a previous call to this
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+ * function; doing so just creates another logical device on the same physical
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+ * device. This may be useful for making logical groupings of audio streams.
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*
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* This function returns the opened device ID on success. This is a new,
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* unique SDL_AudioDeviceID that represents a logical device.
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*
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- * Some backends might offer arbitrary devices (for example, a networked
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- * audio protocol that can connect to an arbitrary server). For these, as
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- * a change from SDL2, you should open a default device ID and use an SDL
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- * hint to specify the target if you care, or otherwise let the backend
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- * figure out a reasonable default. Most backends don't offer anything like
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- * this, and often this would be an end user setting an environment
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- * variable for their custom need, and not something an application should
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- * specifically manage.
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- *
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- * When done with an audio device, possibly at the end of the app's life,
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- * one should call SDL_CloseAudioDevice() on the returned device id.
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- *
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- * \param devid the device instance id to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
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- * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable default device.
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- * \param spec the requested device configuration. Can be NULL to use reasonable defaults.
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- * \returns The device ID on success, 0 on error; call SDL_GetError() for more information.
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+ * Some backends might offer arbitrary devices (for example, a networked audio
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+ * protocol that can connect to an arbitrary server). For these, as a change
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+ * from SDL2, you should open a default device ID and use an SDL hint to
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+ * specify the target if you care, or otherwise let the backend figure out a
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+ * reasonable default. Most backends don't offer anything like this, and often
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+ * this would be an end user setting an environment variable for their custom
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+ * need, and not something an application should specifically manage.
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+ *
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+ * When done with an audio device, possibly at the end of the app's life, one
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+ * should call SDL_CloseAudioDevice() on the returned device id.
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+ *
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+ * \param devid the device instance id to open, or
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+ * SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
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+ * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable
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+ * default device.
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+ * \param spec the requested device configuration. Can be NULL to use
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+ * reasonable defaults.
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+ * \returns The device ID on success, 0 on error; call SDL_GetError() for more
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+ * information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -415,17 +415,17 @@ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID
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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 audio processing for a given device. Any bound
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- * audio streams will not progress, and no audio will be generated.
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- * Pausing one device does not prevent other unpaused devices from running.
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+ * This function pauses audio processing for a given device. Any bound audio
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+ * streams will not progress, and no audio will be generated. Pausing one
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+ * device does not prevent other unpaused devices from running.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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- * has to bind a stream before any audio will flow. Pausing a paused
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- * device is a legal no-op.
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+ * has to bind a stream before any audio will flow. Pausing a paused device is
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+ * a legal no-op.
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*
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- * Pausing a device can be useful to halt all audio without unbinding all
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- * the audio streams. This might be useful while a game is paused, or
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- * a level is loading, etc.
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+ * Pausing a device can be useful to halt all audio without unbinding all the
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+ * audio streams. This might be useful while a game is paused, or a level is
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+ * loading, etc.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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@@ -478,8 +478,8 @@ extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
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* has to bind a stream before any audio will flow.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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- * created through SDL_OpenAudioDevice() can be. Physical and invalid
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- * device IDs will report themselves as unpaused here.
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+ * created through SDL_OpenAudioDevice() can be. Physical and invalid device
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+ * IDs will report themselves as unpaused here.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
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@@ -504,7 +504,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);
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* hardware, so that applications don't drop the last buffer of data they
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* supplied if terminating immediately afterwards.
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*
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- * \param devid an audio device id previously returned by SDL_OpenAudioDevice()
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+ * \param devid an audio device id previously returned by
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+ * SDL_OpenAudioDevice()
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -523,12 +524,12 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
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* stream.
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*
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* Audio streams can only be bound to an open device. This operation is
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- * atomic--all streams bound in the same call will start processing at the same
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- * time, so they can stay in sync. Also: either all streams will be bound or
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- * none of them will be.
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+ * atomic--all streams bound in the same call will start processing at the
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+ * same time, so they can stay in sync. Also: either all streams will be bound
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+ * or none of them will be.
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*
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- * It is an error to bind an already-bound stream; it must be explicitly unbound
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- * first.
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+ * It is an error to bind an already-bound stream; it must be explicitly
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+ * unbound first.
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*
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* Binding a stream to a device will set its output format for output devices,
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* and its input format for capture devices, so they match the device's
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@@ -538,7 +539,8 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
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* \param devid an audio device to bind a stream to.
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* \param streams an array of audio streams to unbind.
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* \param num_streams Number streams listed in the `streams` array.
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- * \returns 0 on success, -1 on error; call SDL_GetError() for more information.
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+ * \returns 0 on success, -1 on error; call SDL_GetError() for more
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+ * information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -559,7 +561,8 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_Au
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*
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* \param devid an audio device to bind a stream to.
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* \param stream an audio stream to bind to a device.
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- * \returns 0 on success, -1 on error; call SDL_GetError() for more information.
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+ * \returns 0 on success, -1 on error; call SDL_GetError() for more
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+ * information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -575,9 +578,10 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_Aud
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/**
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* Unbind a list of audio streams from their audio devices.
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*
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- * The streams being unbound do not all have to be on the same device.
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- * All streams on the same device will be unbound atomically (data will stop flowing
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- * through them all unbound streams on the same device at the same time).
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+ * The streams being unbound do not all have to be on the same device. All
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+ * streams on the same device will be unbound atomically (data will stop
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+ * flowing through them all unbound streams on the same device at the same
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+ * time).
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*
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* Unbinding a stream that isn't bound to a device is a legal no-op.
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*
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@@ -619,7 +623,8 @@ extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
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*
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* This reports the audio device that an audio stream is currently bound to.
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*
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- * If not bound, or invalid, this returns zero, which is not a valid device ID.
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+ * If not bound, or invalid, this returns zero, which is not a valid device
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+ * ID.
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*
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* \param stream the audio stream to query.
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* \returns The bound audio device, or 0 if not bound or invalid.
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@@ -683,8 +688,10 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
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* must provide data in the new input formats.
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*
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* \param stream The stream the format is being changed
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- * \param src_spec The new format of the audio input; if NULL, it is not changed.
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- * \param dst_spec The new format of the audio output; if NULL, it is not changed.
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+ * \param src_spec The new format of the audio input; if NULL, it is not
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+ * changed.
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+ * \param dst_spec The new format of the audio output; if NULL, it is not
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+ * changed.
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* \returns 0 on success, or -1 on error.
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*
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* \threadsafety It is safe to call this function from any thread, as it holds
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@@ -843,21 +850,18 @@ extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
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/**
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* Lock an audio stream for serialized access.
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*
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- * Each SDL_AudioStream has an internal mutex it uses to
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- * protect its data structures from threading conflicts. This function
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- * allows an app to lock that mutex, which could be useful if
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- * registering callbacks on this stream.
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+ * Each SDL_AudioStream has an internal mutex it uses to protect its data
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+ * structures from threading conflicts. This function allows an app to lock
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+ * that mutex, which could be useful if registering callbacks on this stream.
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*
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- * One does not need to lock a stream to use in it most cases,
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- * as the stream manages this lock internally. However, this lock
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- * is held during callbacks, which may run from arbitrary threads
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- * at any time, so if an app needs to protect shared data during
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- * those callbacks, locking the stream guarantees that the
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- * callback is not running while the lock is held.
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+ * One does not need to lock a stream to use in it most cases, as the stream
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+ * manages this lock internally. However, this lock is held during callbacks,
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+ * which may run from arbitrary threads at any time, so if an app needs to
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+ * protect shared data during those callbacks, locking the stream guarantees
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+ * that the callback is not running while the lock is held.
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*
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- * As this is just a wrapper over SDL_LockMutex for an internal
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- * lock, it has all the same attributes (recursive locks are
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- * allowed, etc).
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+ * As this is just a wrapper over SDL_LockMutex for an internal lock, it has
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+ * all the same attributes (recursive locks are allowed, etc).
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*
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* \param stream The audio stream to lock.
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* \returns 0 on success or a negative error code on failure; call
|
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@@ -916,37 +920,38 @@ typedef void (SDLCALL *SDL_AudioStreamRequestCallback)(SDL_AudioStream *stream,
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/**
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* Set a callback that runs when data is requested from an audio stream.
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*
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- * This callback is called _before_ data is obtained from the stream,
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- * giving the callback the chance to add more on-demand.
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+ * This callback is called _before_ data is obtained from the stream, giving
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+ * the callback the chance to add more on-demand.
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*
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- * The callback can (optionally) call SDL_PutAudioStreamData() to add
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- * more audio to the stream during this call; if needed, the request
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- * that triggered this callback will obtain the new data immediately.
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+ * The callback can (optionally) call SDL_PutAudioStreamData() to add more
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+ * audio to the stream during this call; if needed, the request that triggered
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+ * this callback will obtain the new data immediately.
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*
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- * The callback's `approx_request` argument is roughly how many bytes
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- * of _unconverted_ data (in the stream's input format) is needed by
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- * the caller, although this may overestimate a little for safety.
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- * This takes into account how much is already in the stream and only
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- * asks for any extra necessary to resolve the request, which means
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- * the callback may be asked for zero bytes, and a different amount
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- * on each call.
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+ * The callback's `approx_request` argument is roughly how many bytes of
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+ * _unconverted_ data (in the stream's input format) is needed by the caller,
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+ * although this may overestimate a little for safety. This takes into account
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+ * how much is already in the stream and only asks for any extra necessary to
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+ * resolve the request, which means the callback may be asked for zero bytes,
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+ * and a different amount on each call.
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*
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- * The callback is not required to supply exact amounts; it is allowed
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- * to supply too much or too little or none at all. The caller will
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- * get what's available, up to the amount they requested, regardless
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- * of this callback's outcome.
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+ * The callback is not required to supply exact amounts; it is allowed to
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+ * supply too much or too little or none at all. The caller will get what's
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+ * available, up to the amount they requested, regardless of this callback's
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+ * outcome.
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*
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* Clearing or flushing an audio stream does not call this callback.
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*
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- * This function obtains the stream's lock, which means any existing
|
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|
- * callback (get or put) in progress will finish running before setting
|
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|
- * the new callback.
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+ * This function obtains the stream's lock, which means any existing callback
|
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|
+ * (get or put) in progress will finish running before setting the new
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+ * callback.
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*
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* Setting a NULL function turns off the callback.
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*
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|
* \param stream the audio stream to set the new callback on.
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|
- * \param callback the new callback function to call when data is added to the stream.
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|
- * \param userdata an opaque pointer provided to the callback for its own personal use.
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+ * \param callback the new callback function to call when data is added to the
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|
+ * stream.
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|
+ * \param userdata an opaque pointer provided to the callback for its own
|
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|
+ * personal use.
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|
* \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
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|
|
*
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|
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* \threadsafety It is safe to call this function from any thread.
|
|
@@ -960,40 +965,41 @@ extern DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *strea
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|
|
/**
|
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|
* Set a callback that runs when data is added to an audio stream.
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|
|
*
|
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|
- * This callback is called _after_ the data is added to the stream,
|
|
|
- * giving the callback the chance to obtain it immediately.
|
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|
+ * This callback is called _after_ the data is added to the stream, giving the
|
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|
+ * callback the chance to obtain it immediately.
|
|
|
*
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|
- * The callback can (optionally) call SDL_GetAudioStreamData() to
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|
- * obtain audio from the stream during this call.
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+ * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio
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|
|
+ * from the stream during this call.
|
|
|
*
|
|
|
- * The callback's `approx_request` argument is how many bytes
|
|
|
- * of _converted_ data (in the stream's output format) was provided
|
|
|
- * by the caller, although this may underestimate a little for safety.
|
|
|
- * This value might be less than what is currently available in the
|
|
|
- * stream, if data was already there, and might be less than the
|
|
|
- * caller provided if the stream needs to keep a buffer to aid in
|
|
|
- * resampling. Which means the callback may be provided with zero
|
|
|
+ * The callback's `approx_request` argument is how many bytes of _converted_
|
|
|
+ * data (in the stream's output format) was provided by the caller, although
|
|
|
+ * this may underestimate a little for safety. This value might be less than
|
|
|
+ * what is currently available in the stream, if data was already there, and
|
|
|
+ * might be less than the caller provided if the stream needs to keep a buffer
|
|
|
+ * to aid in resampling. Which means the callback may be provided with zero
|
|
|
* bytes, and a different amount on each call.
|
|
|
*
|
|
|
- * The callback may call SDL_GetAudioStreamAvailable to see the
|
|
|
- * total amount currently available to read from the stream, instead
|
|
|
- * of the total provided by the current call.
|
|
|
+ * The callback may call SDL_GetAudioStreamAvailable to see the total amount
|
|
|
+ * currently available to read from the stream, instead of the total provided
|
|
|
+ * by the current call.
|
|
|
*
|
|
|
- * The callback is not required to obtain all data. It is allowed
|
|
|
- * to read less or none at all. Anything not read now simply remains
|
|
|
- * in the stream for later access.
|
|
|
+ * The callback is not required to obtain all data. It is allowed to read less
|
|
|
+ * or none at all. Anything not read now simply remains in the stream for
|
|
|
+ * later access.
|
|
|
*
|
|
|
* Clearing or flushing an audio stream does not call this callback.
|
|
|
*
|
|
|
- * This function obtains the stream's lock, which means any existing
|
|
|
- * callback (get or put) in progress will finish running before setting
|
|
|
- * the new callback.
|
|
|
+ * This function obtains the stream's lock, which means any existing callback
|
|
|
+ * (get or put) in progress will finish running before setting the new
|
|
|
+ * callback.
|
|
|
*
|
|
|
* Setting a NULL function turns off the callback.
|
|
|
*
|
|
|
* \param stream the audio stream to set the new callback on.
|
|
|
- * \param callback the new callback function to call when data is added to the stream.
|
|
|
- * \param userdata an opaque pointer provided to the callback for its own personal use.
|
|
|
+ * \param callback the new callback function to call when data is added to the
|
|
|
+ * stream.
|
|
|
+ * \param userdata an opaque pointer provided to the callback for its own
|
|
|
+ * personal use.
|
|
|
* \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
|
|
|
*
|
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
@@ -1033,12 +1039,14 @@ extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
|
|
|
*
|
|
|
* The `spec` parameter represents the app's side of the audio stream. That
|
|
|
* is, for recording audio, this will be the output format, and for playing
|
|
|
- * audio, this will be the input format. This function will set the other
|
|
|
- * side of the audio stream to the device's format.
|
|
|
+ * audio, this will be the input format. This function will set the other side
|
|
|
+ * of the audio stream to the device's format.
|
|
|
*
|
|
|
- * \param devid an audio device to bind a stream to. This must be an opened device, and can not be zero.
|
|
|
+ * \param devid an audio device to bind a stream to. This must be an opened
|
|
|
+ * device, and can not be zero.
|
|
|
* \param spec the audio stream's input format
|
|
|
- * \returns a bound audio stream on success, ready to use. NULL on error; call SDL_GetError() for more information.
|
|
|
+ * \returns a bound audio stream on success, ready to use. NULL on error; call
|
|
|
+ * SDL_GetError() for more information.
|
|
|
*
|
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
|
*
|
|
@@ -1070,8 +1078,8 @@ extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAndBindAudioStream(SDL_AudioD
|
|
|
* audio data allocated by the function is written to `audio_buf` and its
|
|
|
* length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
|
|
|
* `channels`, and `format` are set to the values of the audio data in the
|
|
|
- * buffer. The `samples` member is set to a sane default and all
|
|
|
- * others are set to zero.
|
|
|
+ * buffer. The `samples` member is set to a sane default and all others are
|
|
|
+ * set to zero.
|
|
|
*
|
|
|
* It's necessary to use SDL_free() to free the audio data returned in
|
|
|
* `audio_buf` when it is no longer used.
|
|
@@ -1108,16 +1116,16 @@ extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAndBindAudioStream(SDL_AudioD
|
|
|
*
|
|
|
* \param src The data source for the WAVE data
|
|
|
* \param freesrc If non-zero, SDL will _always_ free the data source
|
|
|
- * \param spec A pointer to an SDL_AudioSpec that will be set to the
|
|
|
- * WAVE data's format details on successful return.
|
|
|
+ * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE
|
|
|
+ * data's format details on successful return.
|
|
|
* \param audio_buf A pointer filled with the audio data, allocated by the
|
|
|
* function.
|
|
|
* \param audio_len A pointer filled with the length of the audio data buffer
|
|
|
* in bytes
|
|
|
- * \returns This function, if successfully called, returns 0. `audio_buf`
|
|
|
- * will be filled with a pointer to an allocated buffer
|
|
|
- * containing the audio data, and `audio_len` is filled with the
|
|
|
- * length of that audio buffer in bytes.
|
|
|
+ * \returns This function, if successfully called, returns 0. `audio_buf` will
|
|
|
+ * be filled with a pointer to an allocated buffer containing the
|
|
|
+ * audio data, and `audio_len` is filled with the length of that
|
|
|
+ * audio buffer in bytes.
|
|
|
*
|
|
|
* This function returns -1 if the .WAV file cannot be opened, uses
|
|
|
* an unknown data format, or is corrupt; call SDL_GetError() for
|
|
@@ -1149,16 +1157,16 @@ extern DECLSPEC int SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc,
|
|
|
* Note that in SDL2, this was a preprocessor macro and not a real function.
|
|
|
*
|
|
|
* \param path The file path of the WAV file to open.
|
|
|
- * \param spec A pointer to an SDL_AudioSpec that will be set to the
|
|
|
- * WAVE data's format details on successful return.
|
|
|
+ * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE
|
|
|
+ * data's format details on successful return.
|
|
|
* \param audio_buf A pointer filled with the audio data, allocated by the
|
|
|
* function.
|
|
|
* \param audio_len A pointer filled with the length of the audio data buffer
|
|
|
* in bytes
|
|
|
- * \returns This function, if successfully called, returns 0. `audio_buf`
|
|
|
- * will be filled with a pointer to an allocated buffer
|
|
|
- * containing the audio data, and `audio_len` is filled with the
|
|
|
- * length of that audio buffer in bytes.
|
|
|
+ * \returns This function, if successfully called, returns 0. `audio_buf` will
|
|
|
+ * be filled with a pointer to an allocated buffer containing the
|
|
|
+ * audio data, and `audio_len` is filled with the length of that
|
|
|
+ * audio buffer in bytes.
|
|
|
*
|
|
|
* This function returns -1 if the .WAV file cannot be opened, uses
|
|
|
* an unknown data format, or is corrupt; call SDL_GetError() for
|
|
@@ -1261,9 +1269,9 @@ extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spe
|
|
|
/**
|
|
|
* Get the appropriate memset value for silencing an audio format.
|
|
|
*
|
|
|
- * The value returned by this function can be used as the second
|
|
|
- * argument to memset (or SDL_memset) to set an audio buffer in
|
|
|
- * a specific format to silence.
|
|
|
+ * The value returned by this function can be used as the second argument to
|
|
|
+ * memset (or SDL_memset) to set an audio buffer in a specific format to
|
|
|
+ * silence.
|
|
|
*
|
|
|
* \param format the audio data format to query.
|
|
|
* \returns A byte value that can be passed to memset.
|