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SDL_PauseAudio - SDL Wiki

    https://wiki.libsdl.org/SDL_PauseAudio
    The Simple Directmedia Layer Wiki. SDL Wiki. SDL_PauseAudio. This function is a legacy means of pausing the audio device. Syntax. void SDL_PauseAudio(int pause_on); Function Parameters. pause_on. non-zero to pause, 0 to unpause. Remarks. New programs might want to use SDL_PauseAudioDevice() instead. This function is equivalent to calling...

SDL_PauseAudioDevice - SDL Wiki

    https://wiki.libsdl.org/SDL_PauseAudioDevice
    This is different from how SDL_LockAudioDevice() works. 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 in the audio playback. Instead, you should use SDL_LockAudioDevice(). Version. This function is available since SDL 2.0.0. Code Examples

SDL_PauseAudio - Simple DirectMedia Layer

    https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlpauseaudio.html
    SDL_PauseAudio -- Pauses and unpauses the audio callback processing. Synopsis. #include "SDL.h" ... 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 ...

C++ (Cpp) SDL_PauseAudio Examples - HotExamples

    https://cpp.hotexamples.com/examples/-/-/SDL_PauseAudio/cpp-sdl_pauseaudio-function-examples.html
    C++ (Cpp) SDL_PauseAudio - 30 examples found. These are the top rated real world C++ (Cpp) examples of SDL_PauseAudio extracted from open source projects. You can rate examples to help us improve the quality of examples.

sdl_pauseaudio(3) - Linux man page

    https://linux.die.net/man/3/sdl_pauseaudio
    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 ...

c - SDL: how to stop audio - not resume, which SDL ...

    https://stackoverflow.com/questions/8152908/sdl-how-to-stop-audio-not-resume-which-sdl-pauseaudio1-does-actually
    Simply - next call to SDL_PauseAudio (1) actually RESUMES the playback, causing the framework to play some mess *before asking for new sound data*. This is because of the way how SDL_CoreAudio.c implements the playback loop. It means, that SDL does not implement STOP, it implements just PAUSE/RESUME and incorrectly manages audio processing.

SDL2::audio - SDL Audio Functions - metacpan.org

    https://metacpan.org/pod/SDL2::audio
    SDL_PauseAudio( ... ) Pause and unpause audio callback processing. This function should be called with a parameter of 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.

Play Audio trong SDL — Lập Trình Game

    https://www.stdio.vn/lap-trinh-game/play-audio-trong-sdl-fQnHO1
    Hướng dẫn cách play Sound Effects và Music sử dụng thư viện mở rộng của SDL (Simple DirectMedia Layer) bằng SDL_mixer. ... Play …

asynchronous - SDL - How to play audio asynchronously …

    https://stackoverflow.com/questions/50240497/sdl-how-to-play-audio-asynchronously-in-c-without-stopping-code-execution
    I am using Simple DirectMedia Layer (SDL) and wrote a function named playsound() to play a sound in case a certain event occurs. The problem however is the fact that if an event occurs, playsound() is called and the code execution stops until the sound is wholly played out or until I return from the function (I delay the return using delay func).

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