SDL_PauseAudio(3) SDL API Reference SDL_PauseAudio(3)NAME
SDL_PauseAudio- Pauses and unpauses the audio callback processing
SYNOPSIS
#include "SDL.h"
void SDL_PauseAudio(int pause_on);
DESCRIPTION
This function pauses and unpauses the audio callback processing. It should be called with pause_on=0 after opening the audio device to
start playing sound. This is so you can safely initialize data for your callback function after opening the audio device. Silence will be
written to the audio device during the pause.
SEE ALSO
SDL_GetAudioStatus, SDL_OpenAudio
SDL Tue 11 Sep 2001, 22:58 SDL_PauseAudio(3)
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SDL_OpenAudio(3) SDL API Reference SDL_OpenAudio(3)NAME
SDL_OpenAudio - Opens the audio device with the desired parameters.
SYNOPSIS
#include "SDL.h"
int SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
DESCRIPTION
This function opens the audio device with the desired parameters, and returns 0 if successful, placing the actual hardware parameters in
the structure pointed to by obtained. If obtained is NULL, the audio data passed to the callback function will be guaranteed to be in the
requested format, and will be automatically converted to the hardware audio format if necessary. This function returns -1 if it failed to
open the audio device, or couldn't set up the audio thread.
To open the audio device a desired SDL_AudioSpec must be created.
SDL_AudioSpec *desired;
.
.
desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
You must then fill this structure with your desired audio specifications.
desired->freq
desired->format
desired->samples
desired->callback
void callback(void *userdata, Uint8 *stream, int len);
userdata is the pointer stored in userdata field of the SDL_AudioSpec. stream is a pointer to the audio buffer you want to fill with
information and len is the length of the audio buffer in bytes.
desired->userdata
SDL_OpenAudio reads these fields from the desired SDL_AudioSpec structure pass to the function and attempts to find an audio configuration
matching your desired. As mentioned above, if the obtained parameter is NULL then SDL with convert from your desired audio settings to the
hardware settings as it plays.
If obtained is NULL then the desired SDL_AudioSpec is your working specification, otherwise the obtained SDL_AudioSpec becomes the working
specification and the desirec specification can be deleted. The data in the working specification is used when building SDL_AudioCVT's for
converting loaded data to the hardware format.
SDL_OpenAudio calculates the size and silence fields for both the desired and obtained specifications. The size field stores the total size
of the audio buffer in bytes, while the silence stores the value used to represent silence in the audio buffer
The audio device starts out playing silence when it's opened, and should be enabled for playing by calling SDL_PauseAudio(0) when you are
ready for your audio callback function to be called. Since the audio driver may modify the requested size of the audio buffer, you should
allocate any local mixing buffers after you open the audio device.
EXAMPLES
/* Prototype of our callback function */
void my_audio_callback(void *userdata, Uint8 *stream, int len);
/* Open the audio device */
SDL_AudioSpec *desired, *obtained;
SDL_AudioSpec *hardware_spec;
/* Allocate a desired SDL_AudioSpec */
desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
/* Allocate space for the obtained SDL_AudioSpec */
obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
/* 22050Hz - FM Radio quality */
desired->freq=22050;
/* 16-bit signed audio */
desired->format=AUDIO_S16LSB;
/* Mono */
desired->channels=0;
/* Large audio buffer reduces risk of dropouts but increases response time */
desired->samples=8192;
/* Our callback function */
desired->callback=my_audio_callback;
desired->userdata=NULL;
/* Open the audio device */
if ( SDL_OpenAudio(desired, obtained) < 0 ){
fprintf(stderr, "Couldn't open audio: %s
", SDL_GetError());
exit(-1);
}
/* desired spec is no longer needed */
free(desired);
hardware_spec=obtained;
.
.
/* Prepare callback for playing */
.
.
.
/* Start playing */
SDL_PauseAudio(0);
SEE ALSO
SDL_AudioSpec, SDL_LockAudio, SDL_UnlockAudio, SDL_PauseAudio
SDL Tue 11 Sep 2001, 22:58 SDL_OpenAudio(3)