diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h index d2692aba2..6e6fbdb97 100644 --- a/include/SDL3/SDL_audio.h +++ b/include/SDL3/SDL_audio.h @@ -1143,36 +1143,35 @@ typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_Audio * This is useful for accessing the final mix, perhaps for writing a * visualizer or applying a final effect to the audio data before playback. * - * The buffer is the final mix of all bound audio streams on an opened - * device; this callback will fire regularly for any device that is both - * opened and unpaused. If there is no new data to mix, either because no - * streams are bound to the device or all the streams are empty, this - * callback will still fire with the entire buffer set to silence. + * The buffer is the final mix of all bound audio streams on an opened device; + * this callback will fire regularly for any device that is both opened and + * unpaused. If there is no new data to mix, either because no streams are + * bound to the device or all the streams are empty, this callback will still + * fire with the entire buffer set to silence. * - * This callback is allowed to make changes to the data; the contents of - * the buffer after this call is what is ultimately passed along to the - * hardware. + * This callback is allowed to make changes to the data; the contents of the + * buffer after this call is what is ultimately passed along to the hardware. * - * The callback is always provided the data in float format (values from - * -1.0f to 1.0f), but the number of channels or sample rate may be - * different than the format the app requested when opening the device; SDL - * might have had to manage a conversion behind the scenes, or the playback - * might have jumped to new physical hardware when a system default changed, - * etc. These details may change between calls. Accordingly, the size of the - * buffer might change between calls as well. + * The callback is always provided the data in float format (values from -1.0f + * to 1.0f), but the number of channels or sample rate may be different than + * the format the app requested when opening the device; SDL might have had to + * manage a conversion behind the scenes, or the playback might have jumped to + * new physical hardware when a system default changed, etc. These details may + * change between calls. Accordingly, the size of the buffer might change + * between calls as well. * * This callback can run at any time, and from any thread; if you need to * serialize access to your app's data, you should provide and use a mutex or * other synchronization device. * - * All of this to say: there are specific needs this callback can fulfill, - * but it is not the simplest interface. Apps should generally provide audio - * in their preferred format through an SDL_AudioStream and let SDL handle - * the difference. + * All of this to say: there are specific needs this callback can fulfill, but + * it is not the simplest interface. Apps should generally provide audio in + * their preferred format through an SDL_AudioStream and let SDL handle the + * difference. * - * This function is extremely time-sensitive; the callback should do the - * least amount of work possible and return as quickly as it can. The longer - * the callback runs, the higher the risk of audio dropouts or other problems. + * This function is extremely time-sensitive; the callback should do the least + * amount of work possible and return as quickly as it can. The longer the + * callback runs, the higher the risk of audio dropouts or other problems. * * This function will block until the audio device is in between iterations, * so any existing callback that might be running will finish before this