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First batch of heavy lifting on supporting multiple audio devices at …

…once.

 This has a long way to go yet, most of the drivers aren't updated for the
 new interfaces, and it's still got some obvious bugs, FIXMEs, and wistlist
 items.

Don't use yet.
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icculus committed Oct 1, 2006
1 parent c050492 commit 3bfd5cd4ef3a208c41cdf2458dea3438efe26aac
@@ -212,7 +212,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* may modify the requested size of the audio buffer, you should allocate
* any local mixing buffers after you open the audio device.
*/
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
extern DECLSPEC int SDLCALL SDL_OpenAudio(const SDL_AudioSpec * desired,
SDL_AudioSpec * obtained);

/*
@@ -243,7 +243,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDevice(int index,
/*
* Open a specific audio device. Passing in a device name of NULL is
* equivalent to SDL_OpenAudio(). Returns 0 on error, a valid device ID
* on success.
* on success. SDL_OpenAudio(), unlike this function, always acts on device
* ID 1.
*/
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
*device,

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