Sync SDL3 wiki -> header

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SDL Wiki Bot
2025-05-26 16:35:37 +00:00
parent 5e50d39b38
commit 08b6f6175a

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@@ -1418,9 +1418,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream,
* A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data.
*
* When using SDL_PutAudioStreamDataNoCopy() to provide data to an
* SDL_AudioStream, it's not safe to dispose of the data until the stream
* has completely consumed it. Often times it's difficult to know exactly
* when this has happened.
* SDL_AudioStream, it's not safe to dispose of the data until the stream has
* completely consumed it. Often times it's difficult to know exactly when
* this has happened.
*
* This callback fires once when the stream no longer needs the buffer,
* allowing the app to easily free or reuse it.
@@ -1459,11 +1459,11 @@ typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, cons
* stream if it hasn't been changed.
*
* An optional callback may be provided, which is called when the stream no
* longer needs the data. Once this callback fires, the stream will not
* access the data again.
* longer needs the data. Once this callback fires, the stream will not access
* the data again.
*
* Note that there is still an allocation to store tracking information,
* so this function is more efficient for larger blocks of data. If you're
* Note that there is still an allocation to store tracking information, so
* this function is more efficient for larger blocks of data. If you're
* planning to put a few samples at a time, it will be more efficient to use
* SDL_PutAudioStreamData(), which allocates and buffers in blocks.
*