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Sync wiki -> headers.
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icculus committed Jan 25, 2023
1 parent 01cba48 commit 197340e
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Showing 18 changed files with 294 additions and 276 deletions.
38 changes: 19 additions & 19 deletions include/SDL3/SDL_audio.h
Original file line number Diff line number Diff line change
Expand Up @@ -407,8 +407,8 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
* Open a specific audio device.
*
* Passing in a `device` name of NULL requests the most reasonable default.
* The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
* some drivers allow arbitrary and driver-specific strings, such as a
* The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(),
* but some drivers allow arbitrary and driver-specific strings, such as a
* hostname/IP address for a remote audio server, or a filename in the
* diskaudio driver.
*
Expand Down Expand Up @@ -545,13 +545,13 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDevice
/**
* Use this function to play audio on a specified device.
*
* Newly-opened audio devices start in the paused state, so you must
* call this function after opening the specified audio
* device to start playing sound. This allows you to safely initialize data
* for your callback function after opening the audio device. Silence will be
* written to the audio device while paused, and the audio callback is
* guaranteed to not be called. Pausing one device does not prevent other
* unpaused devices from running their callbacks.
* Newly-opened audio devices start in the paused state, so you must call this
* function after opening the specified audio device to start playing sound.
* This allows you to safely initialize data for your callback function after
* opening the audio device. Silence will be written to the audio device while
* paused, and the audio callback is guaranteed to not be called. Pausing one
* device does not prevent other unpaused devices from running their
* callbacks.
*
* \param dev a device opened by SDL_OpenAudioDevice()
*
Expand All @@ -567,11 +567,10 @@ extern DECLSPEC void SDLCALL SDL_PlayAudioDevice(SDL_AudioDeviceID dev);
/**
* Use this function to pause audio playback on a specified device.
*
* This function pauses the audio callback processing for a given
* device. Silence will be written to the audio device while paused, and
* the audio callback is guaranteed to not be called.
* Pausing one device does not prevent other unpaused devices from running
* their callbacks.
* This function pauses the audio callback processing for a given device.
* Silence will be written to the audio device while paused, and the audio
* callback is guaranteed to not be called. Pausing one device does not
* prevent other unpaused devices from running their callbacks.
*
* If you just need to protect a few variables from race conditions vs your
* callback, you shouldn't pause the audio device, as it will lead to dropouts
Expand Down Expand Up @@ -1119,15 +1118,16 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
* \param src_format The format of the source audio
* \param src_channels The number of channels of the source audio
* \param src_rate The sampling rate of the source audio
* \param src_len The len of src_data
* \param src_len The len of src_data
* \param src_data The audio data to be converted
* \param dst_format The format of the desired audio output
* \param dst_channels The number of channels of the desired audio output
* \param dst_rate The sampling rate of the desired audio output
* \param dst_len Will be filled with the len of dst_data
* \param dst_data Will be filled with a pointer to converted audio data, which should be freed with SDL_free().
*
* \returns 0 on success or a negative error code on failure. On error, *dst_data will be NULL and so not allocated.
* \param dst_len Will be filled with the len of dst_data
* \param dst_data Will be filled with a pointer to converted audio data,
* which should be freed with SDL_free().
* \returns 0 on success or a negative error code on failure. On error,
* *dst_data will be NULL and so not allocated.
*
* \since This function is available since SDL 3.0.0.
*
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4 changes: 2 additions & 2 deletions include/SDL3/SDL_events.h
Original file line number Diff line number Diff line change
Expand Up @@ -879,8 +879,8 @@ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that initialized the video subsystem.
*
* The timeout is not guaranteed, the actual wait time could be longer
* due to system scheduling.
* The timeout is not guaranteed, the actual wait time could be longer due to
* system scheduling.
*
* \param event the SDL_Event structure to be filled in with the next event
* from the queue, or NULL
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