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SDL_OpenAudioDevice - SDL Wiki

    https://wiki.libsdl.org/SDL_OpenAudioDevice
    none

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.

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

    https://metacpan.org/pod/SDL2::audio
    SDL_AudioDeviceID. SDL Audio Device IDs. A successful call to SDL_OpenAudio( ... ) is always device id 1, and legacy SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice( ... ) calls always returns devices >= 2 on success. The legacy calls are good both for backwards compatibility and when you don't care about multiple, specific, or capture devices.

SDL2/SDL_audio.h at master · emscripten-ports/SDL2 · …

    https://github.com/emscripten-ports/SDL2/blob/master/include/SDL_audio.h
    typedef Uint32 SDL_AudioDeviceID; /* * * Get the number of available devices exposed by the current driver. * Only valid after a successfully initializing the audio subsystem. * Returns -1 if an explicit list of devices can't be determined; this is * not an error. For example, if SDL is set up to talk to a remote audio

Playing sound with SDL/C++ – adamtcroft.com

    https://adamtcroft.com/playing-sound-with-sdl-c/
    SDL_AudioDeviceID audioDevice; audioDevice = SDL_OpenAudioDevice(NULL, 0, &wavSpec, NULL, SDL_AUDIO_ALLOW_ANY_CHANGE); if (audioDevice == 0) {cerr << "Error: " << SDL_GetError() << endl; return 1;} SDL_PauseAudioDevice(audioDevice, 0); while (audio.length > 0) {SDL_Delay(100);} SDL_CloseAudioDevice(audioDevice); SDL_FreeWAV(wavStart); SDL_Quit(); …

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