audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
parent
efd2023a72
commit
58c859f64d
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@ -94,7 +94,7 @@ In SDL2, you might have done something like this to play audio...
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/* ...somewhere near startup... */
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const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
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SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback, &my_audio_callback_user_data);
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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```
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If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightforward.
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@ -103,7 +103,7 @@ If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightf
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/* ...somewhere near startup... */
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const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
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SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, NULL, NULL);
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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/* ...in your main loop... */
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/* calculate a little more audio into `buf`, add it to `stream` */
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@ -549,7 +549,7 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
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* \sa SDL_BindAudioStreams
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* \sa SDL_UnbindAudioStreams
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* \sa SDL_UnbindAudioStream
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* \sa SDL_GetAudioStreamBinding
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* \sa SDL_GetAudioStreamDevice
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*/
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extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
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@ -571,7 +571,7 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_Au
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* \sa SDL_BindAudioStreams
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* \sa SDL_UnbindAudioStreams
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* \sa SDL_UnbindAudioStream
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* \sa SDL_GetAudioStreamBinding
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* \sa SDL_GetAudioStreamDevice
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*/
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extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
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@ -595,7 +595,7 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_Aud
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* \sa SDL_BindAudioStreams
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* \sa SDL_BindAudioStream
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* \sa SDL_UnbindAudioStream
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* \sa SDL_GetAudioStreamBinding
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* \sa SDL_GetAudioStreamDevice
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*/
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extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
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@ -614,7 +614,7 @@ extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, i
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* \sa SDL_BindAudioStream
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* \sa SDL_BindAudioStreams
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* \sa SDL_UnbindAudioStreams
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* \sa SDL_GetAudioStreamBinding
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* \sa SDL_GetAudioStreamDevice
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*/
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extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
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@ -638,7 +638,7 @@ extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
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* \sa SDL_UnbindAudioStream
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* \sa SDL_UnbindAudioStreams
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*/
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extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamBinding(SDL_AudioStream *stream);
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extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream);
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/**
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@ -1498,7 +1498,7 @@ void SDL_UnbindAudioStream(SDL_AudioStream *stream)
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SDL_UnbindAudioStreams(&stream, 1);
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}
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SDL_AudioDeviceID SDL_GetAudioStreamBinding(SDL_AudioStream *stream)
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SDL_AudioDeviceID SDL_GetAudioStreamDevice(SDL_AudioStream *stream)
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{
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SDL_AudioDeviceID retval = 0;
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if (stream) {
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@ -886,7 +886,7 @@ SDL3_0.0.0 {
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SDL_PauseAudioDevice;
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SDL_ResumeAudioDevice;
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SDL_IsAudioDevicePaused;
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SDL_GetAudioStreamBinding;
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SDL_GetAudioStreamDevice;
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SDL_ShowWindowSystemMenu;
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SDL_ReadS16LE;
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SDL_ReadS16BE;
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@ -911,7 +911,7 @@
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#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
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#define SDL_ResumeAudioDevice SDL_ResumeAudioDevice_REAL
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#define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
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#define SDL_GetAudioStreamBinding SDL_GetAudioStreamBinding_REAL
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#define SDL_GetAudioStreamDevice SDL_GetAudioStreamDevice_REAL
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#define SDL_ShowWindowSystemMenu SDL_ShowWindowSystemMenu_REAL
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#define SDL_ReadS16LE SDL_ReadS16LE_REAL
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#define SDL_ReadS16BE SDL_ReadS16BE_REAL
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@ -955,7 +955,7 @@ SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uin
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SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamBinding,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16LE,(SDL_RWops *a, Sint16 *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16BE,(SDL_RWops *a, Sint16 *b),(a,b),return)
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@ -72,7 +72,7 @@ open_audio(void)
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SDL_free(wave.sound);
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quit(2);
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}
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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}
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@ -28,8 +28,8 @@ static int done = 0;
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static void loop(void)
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{
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const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamBinding(stream_in);
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const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamBinding(stream_out);
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const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);
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const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamDevice(stream_out);
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SDL_bool please_quit = SDL_FALSE;
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SDL_Event e;
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@ -88,7 +88,7 @@ static void iteration(void)
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/* !!! FIXME: laziness, this used to loop the audio, but we'll just play it once for now on each connect. */
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SDL_PutAudioStreamData(stream, sound, soundlen);
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SDL_FlushAudioStream(stream);
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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/* !!! FIXME: this is leaking the stream for now. We'll wire it up to a dictionary or whatever later. */
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}
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}
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@ -66,7 +66,7 @@ test_multi_audio(SDL_AudioDeviceID *devices, int devcount)
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if ((stream = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL)) == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed: %s", SDL_GetError());
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} else {
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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SDL_PutAudioStreamData(stream, sound, soundlen);
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SDL_FlushAudioStream(stream);
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#ifdef __EMSCRIPTEN__
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@ -107,7 +107,7 @@ test_multi_audio(SDL_AudioDeviceID *devices, int devcount)
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/* try to start all the devices about the same time. SDL does not guarantee sync across physical devices. */
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for (i = 0; i < devcount; i++) {
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if (streams[i]) {
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(streams[i]));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(streams[i]));
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}
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}
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@ -216,7 +216,7 @@ int main(int argc, char *argv[])
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_OpenAudioDeviceStream() failed: %s\n", SDL_GetError());
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continue;
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}
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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for (j = 0; j < total_channels; j++) {
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const int sine_freq = is_lfe_channel(j, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;
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