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sdl_pauseaudio (3) - Linux man page

    https://linux.die.net/man/3/sdl_pauseaudio#:~:text=sdl_pauseaudio%20%283%29%20-%20Linux%20man%20page%201%20Name,device%20to%20start%20playing%20sound.%204%20See%20Also
    none

SDL_PauseAudio - SDL Wiki - Simple DirectMedia Layer

    https://wiki.libsdl.org/SDL_PauseAudio
    SDL_PauseAudio - SDL Wiki This is new wiki software and old wiki content. It's a work in progress! Here's the explanation . Be gentle, report bugs , leave feedback on pages , or just edit them yourself! Thanks! SDL Wiki SDL_PauseAudio This function is a legacy means of pausing the audio device. Syntax void SDL_PauseAudio (int pause_on);

SDL_PauseAudioDevice - SDL Wiki

    https://wiki.libsdl.org/SDL_PauseAudioDevice
    void SDL_PauseAudioDevice (SDL_AudioDeviceID dev, int pause_on); Function Parameters Remarks This function pauses and unpauses the audio callback processing for a given device. Newly-opened audio devices start in the paused state, so you must call this function with pause_on =0 after opening the specified audio device to start playing sound.

SDL_PauseAudio - Simple DirectMedia Layer

    https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlpauseaudio.html
    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 …

C++ (Cpp) SDL_PauseAudio Examples - HotExamples

    https://cpp.hotexamples.com/examples/-/-/SDL_PauseAudio/cpp-sdl_pauseaudio-function-examples.html
    The callback prototype is: 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. */ aspec.callback = outputaudio; /* This pointer is passed as the first parameter to the callback function. */ …

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
    It means, that SDL does not implement STOP, it implements just PAUSE/RESUME and incorrectly manages audio processing. It means, that if you play sampleA, and want to play sampleB later on, you will hear also fragments of sampleA while expecting just to hear playback of sampleB. If am wrong, please correct me.

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