More audio migration clarification

main
Sam Lantinga 2023-11-03 00:28:05 -07:00
parent 14980b25a8
commit ea02630143
1 changed files with 4 additions and 4 deletions

View File

@ -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));
```