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trying to assign callback variable with SDL for audio

    https://stackoverflow.com/questions/61842282/trying-to-assign-callback-variable-with-sdl-for-audio
    Process stream using AudioData struct or whatever } public: void playAudio() { auto audioSpec = SDL_AudioSpec{}; // ... set the freq and format and what not in the audio spec audioSpec.callback = &myStaticAudioCallback; audioSpec.userdata = this; const auto audioDevice = SDL_OpenAudioDevice( NULL, 0, &audioSpec, NULL, …

c++ - Pointer to member-function for SDL audio callback ...

    https://stackoverflow.com/questions/16838920/pointer-to-member-function-for-sdl-audio-callback
    I have declared a class for playing the sound. But now I have to store a pointer for the callback function in the SDL_AudioSpec::callback (in the example wanted_spec.callback). But my callback is a member of my class. The callback pointer in SDL is: void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len); where SDLCALL is __cdecl.

Sdl AudioCallback - Tangent128/luasdl2 Wiki

    https://github-wiki-see.page/m/Tangent128/luasdl2/wiki/Sdl-AudioCallback
    The audio callback is used to play sound. It is called by the SDL internal code at a specific interval. Because it runs in a different thread, it also require to be ran in a different Lua state. That is, to facilitate the audio process, only a file as a callback is currently allowed.

Audio Device Management, Playing and Recording — pycsdl2 2 ...

    http://pycsdl2.readthedocs.io/en/latest/api/audio.html
    class csdl2.SDL_AudioSpec(freq=0, format=0, channels=0, silence=0, samples=0, size=0, callback=None, userdata=None) ¶. Specifies an audio output format. This is used in functions like SDL_OpenAudioDevice (), SDL_OpenAudio () for specifying the audio callback, desired and obtained audio output, and by functions like SDL_LoadWAV () for returning the audio data …

Play a sound with SDL2 (no SDL_Mixer) · GitHub

    https://gist.github.com/armornick/3447121
    while ( audio_len > 0) {SDL_Delay (100); } // shut everything down: SDL_CloseAudio (); SDL_FreeWAV (wav_buffer);} // audio callback function // here you have to copy the data of your audio buffer into the // requesting audio buffer (stream) // you should only copy as much as the requested length (len) void my_audio_callback (void *userdata, Uint8 *stream, int len)

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