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SDL_MixAudio - SDL Library Documentation

    https://documentation.help/SDL/sdlmixaudio.html#:~:text=Description%20This%20function%20takes%20two%20audio%20buffers%20of,to%20the%20maximum%20value%20for%20full%20audio%20volume.
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SDL_MixAudio - SDL Wiki - Simple DirectMedia Layer

    https://wiki.libsdl.org/SDL_MixAudio
    Function Parameters. dst. the destination for the mixed audio. src. the source audio buffer to be mixed. len. the length of the audio buffer in bytes. volume. ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME for full audio volume.

SDL_MixAudioFormat - SDL Wiki - Simple DirectMedia Layer

    https://wiki.libsdl.org/SDL_MixAudioFormat
    the destination for the mixed audio. src. the source audio buffer to be mixed. format. the SDL_AudioFormat structure representing the desired audio format. len. the length of the audio buffer in bytes. volume. ranges from 0 - 128, and should be …

SDL_mixer 1.2.10: Mix_Volume - Simple DirectMedia Layer

    https://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_27.html
    volume The volume to use from 0 to MIX_MAX_VOLUME(128). If greater than MIX_MAX_VOLUME, then it will be set to MIX_MAX_VOLUME. If less than 0 then the volume will not be set. Set the volume for any allocated channel. If channel is -1 then all channels at are set at once. The volume is applied during the final mix, along with the sample volume. So setting this …

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

    https://metacpan.org/pod/SDL2::audio
    volume - ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME for full audio volume SDL_MixAudioFormat( ... ) Mix audio data in a specified format. This takes an audio buffer src of len bytes of format data and mixes it into dst, performing addition, volume adjustment, and overflow clipping.

linux - SDL mute volume in C++ - Stack Overflow

    https://stackoverflow.com/questions/6995148/sdl-mute-volume-in-c
    From looking at the API, I'm guessing it just controls an internal software mixer (PCM volume control is in the SDL 1.3 wishlist), but you can check this by adjusting the volume and bringing up the system volume settings with alsamixer (<Esc> key to exit). A dirty workaround would be to use a system call to execute the amixer program.

SDL_MixAudio - SDL Library Documentation

    https://documentation.help/SDL/sdlmixaudio.html
    void SDL_MixAudio (Uint8 *dst, Uint8 *src, Uint32 len, int volume); Description This function takes two audio buffers of len bytes each of the playing audio format and mixes them, performing addition, volume adjustment, and overflow clipping. The volume ranges from 0 to SDL_MIX_MAXVOLUME and should be set to the maximum value for full audio volume.

SDL_AudioSpec - SDL Wiki - Simple DirectMedia Layer

    https://wiki.libsdl.org/SDL_AudioSpec
    When used with SDL_OpenAudioDevice () this refers to the size of the audio buffer in sample frames. A sample frame is a chunk of audio data of the size specified in format multiplied by the number of channels. When the SDL_AudioSpec is used with SDL_LoadWAV () samples is set to 4096. This field's value must be a power of two.

SDL_mixer 1.2.10: Mix_VolumeMusic

    https://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_61.html
    Setting volume while using an external music player set by Mix_SetMusicCMD will have no effect, and Mix_GetError will show the reason why not. Returns: The previous volume setting. // set the music volume to 1/2 maximum, and then check it printf ("volume was : %d\n", Mix_VolumeMusic (MIX_MAX_VOLUME/2)); printf ("volume is now : %d\n", Mix_VolumeMusic (-1));

Tutorial: Using SDL2 and SDL_Mixer to Play Samples | Sound ...

    https://soundprogramming.net/programming/tutorial-using-sdl2-and-sdl_mixer-to-play-samples/
    Programming. ⇝ Tutorial: Using SDL2 and SDL_Mixer to Play Samples. It's pretty easy to use SDL2 and C++ to load .wav files and play them back. Using SDL_Mixer lets you use multiple audio playback channels so you can play more than one sound at …

SDL_OpenAudioDevice - SDL Wiki

    https://wiki.libsdl.org/SDL_OpenAudioDevice
    Note that the number of sample frames is directly related to time by the following formula: ms = (sampleframes*1000)/freq. desired->size is the size in _bytes_ of the audio buffer, and is calculated by SDL_OpenAudioDevice (). You don't initialize this.

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