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More audio migration clarification

Sam Lantinga 1 year ago
parent
commit
ea02630143
1 changed files with 4 additions and 4 deletions
  1. 4 4
      docs/README-migration.md

+ 4 - 4
docs/README-migration.md

@@ -81,14 +81,14 @@ In SDL2, you might have done something like this to play audio...
 ...in SDL3, you can do this...
 
 ```c
-    void SDLCALL MyAudioCallback3(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
+    void SDLCALL MyNewAudioCallback(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
     {
         /* Calculate a little more audio here, maybe using `userdata`, write it to `stream`
          *
-         * If you want to reuse the original callback, you could do something like this:
+         * If you want to use the original callback, you could do something like this:
          */
         if (additional_amount > 0) {
-            Uint16 *data = SDL_stack_alloc(Uint16, additional_amount / sizeof(Uint16));
+            Uint8 *data = SDL_stack_alloc(Uint8, additional_amount);
             if (data) {
                 MyAudioCallback(userdata, data, additional_amount);
                 SDL_PutAudioStreamData(stream, data, additional_amount);
@@ -99,7 +99,7 @@ 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, MyAudioCallback3, &my_audio_callback_user_data);
+    SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyNewAudioCallback, &my_audio_callback_user_data);
     SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
 ```