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audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice.

Ryan C. Gordon 1 year ago
parent
commit
e7d56dd0b2

+ 3 - 3
build-scripts/SDL_migration.cocci

@@ -308,10 +308,10 @@ expression e;
 + SDL_PauseAudioDevice(e)
 |
 - SDL_PauseAudioDevice(e, 0)
-+ SDL_UnpauseAudioDevice(e)
++ SDL_ResumeAudioDevice(e)
 |
 - SDL_PauseAudioDevice(e, SDL_FALSE)
-+ SDL_UnpauseAudioDevice(e)
++ SDL_ResumeAudioDevice(e)
 )
 
 @@
@@ -321,7 +321,7 @@ expression e, pause_on;
 + if (pause_on) {
 +    SDL_PauseAudioDevice(e);
 + } else {
-+    SDL_UnpauseAudioDevice(e);
++    SDL_ResumeAudioDevice(e);
 + }
 
 

+ 1 - 1
docs/README-migration.md

@@ -148,7 +148,7 @@ Rather than iterating over audio devices using a device index, there is a new fu
 
 SDL_LockAudioDevice() and SDL_UnlockAudioDevice() have been removed, since there is no callback in another thread to protect. SDL's audio subsystem and SDL_AudioStream maintain their own locks internally, so audio streams are safe to use from any thread. If the app assigns a callback to a specific stream, it can use the stream's lock through SDL_LockAudioStream() if necessary.
 
-SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the device. To unpause, use SDL_UnpauseAudioDevice().
+SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the device. To unpause, use SDL_ResumeAudioDevice().
 
 Audio devices, opened by SDL_OpenAudioDevice(), no longer start in a paused state, as they don't begin processing audio until a stream is bound.
 

+ 4 - 4
include/SDL3/SDL_audio.h

@@ -438,7 +438,7 @@ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_UnpauseAudioDevice
+ * \sa SDL_ResumeAudioDevice
  * \sa SDL_IsAudioDevicePaused
  */
 extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
@@ -466,10 +466,10 @@ extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_UnpauseAudioDevice
+ * \sa SDL_ResumeAudioDevice
  * \sa SDL_IsAudioDevicePaused
  */
-extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
+extern DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
 
 /**
  * Use this function to query if an audio device is paused.
@@ -489,7 +489,7 @@ extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
  * \since This function is available since SDL 3.0.0.
  *
  * \sa SDL_PauseAudioDevice
- * \sa SDL_UnpauseAudioDevice
+ * \sa SDL_ResumeAudioDevice
  * \sa SDL_IsAudioDevicePaused
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);

+ 1 - 1
src/audio/SDL_audio.c

@@ -1322,7 +1322,7 @@ int SDL_PauseAudioDevice(SDL_AudioDeviceID devid)
     return SetLogicalAudioDevicePauseState(devid, 1);
 }
 
-int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID devid)
+int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid)
 {
     return SetLogicalAudioDevicePauseState(devid, 0);
 }

+ 1 - 1
src/dynapi/SDL_dynapi.sym

@@ -884,7 +884,7 @@ SDL3_0.0.0 {
     SDL_GetSilenceValueForFormat;
     SDL_LoadWAV;
     SDL_PauseAudioDevice;
-    SDL_UnpauseAudioDevice;
+    SDL_ResumeAudioDevice;
     SDL_IsAudioDevicePaused;
     SDL_GetAudioStreamBinding;
     SDL_ShowWindowSystemMenu;

+ 1 - 1
src/dynapi/SDL_dynapi_overrides.h

@@ -909,7 +909,7 @@
 #define SDL_GetSilenceValueForFormat SDL_GetSilenceValueForFormat_REAL
 #define SDL_LoadWAV SDL_LoadWAV_REAL
 #define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
-#define SDL_UnpauseAudioDevice SDL_UnpauseAudioDevice_REAL
+#define SDL_ResumeAudioDevice SDL_ResumeAudioDevice_REAL
 #define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
 #define SDL_GetAudioStreamBinding SDL_GetAudioStreamBinding_REAL
 #define SDL_ShowWindowSystemMenu SDL_ShowWindowSystemMenu_REAL

+ 1 - 1
src/dynapi/SDL_dynapi_procs.h

@@ -953,7 +953,7 @@ SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8
 SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
-SDL_DYNAPI_PROC(int,SDL_UnpauseAudioDevice,(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(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)

+ 2 - 2
test/testaudiocapture.c

@@ -43,13 +43,13 @@ static void loop(void)
         } else if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
             if (e.button.button == 1) {
                 SDL_PauseAudioDevice(devid_out);
-                SDL_UnpauseAudioDevice(devid_in);
+                SDL_ResumeAudioDevice(devid_in);
             }
         } else if (e.type == SDL_EVENT_MOUSE_BUTTON_UP) {
             if (e.button.button == 1) {
                 SDL_PauseAudioDevice(devid_in);
                 SDL_FlushAudioStream(stream_in);  /* so no samples are held back for resampling purposes. */
-                SDL_UnpauseAudioDevice(devid_out);
+                SDL_ResumeAudioDevice(devid_out);
             }
         }
     }

+ 1 - 1
test/testmultiaudio.c

@@ -123,7 +123,7 @@ 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 (devices[i]) {
-                SDL_UnpauseAudioDevice(devices[i]);
+                SDL_ResumeAudioDevice(devices[i]);
             }
         }