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* if you aren't reading from a file) as a basic means to load sound data into
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* if you aren't reading from a file) as a basic means to load sound data into
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* your program.
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* your program.
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*
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*
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* ## Logical audio devices
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*
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* In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a
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* logical device ID that you can bind audio streams to. In almost all cases,
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* logical devices can be used anywhere in the API that a physical device is
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* normally used. However, since each device opening generates a new logical
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* device, different parts of the program (say, a VoIP library, or
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* text-to-speech framework, or maybe some other sort of mixer on top of SDL)
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* can have their own device opens that do not interfere with each other; each
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* logical device will mix its separate audio down to a single buffer, fed to
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* the physical device, behind the scenes. As many logical devices as you like
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* can come and go; SDL will only have to open the physical device at the OS
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* level once, and will manage all the logical devices on top of it
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* internally.
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*
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* One other benefit of logical devices: if you don't open a specific physical
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* device, instead opting for the default, SDL can automatically migrate those
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* logical devices to different hardware as circumstances change: a user
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* plugged in headphones? The system default changed? SDL can transparently
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* migrate the logical devices to the correct physical device seamlessly and
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* keep playing; the app doesn't even have to know it happened if it doesn't
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* want to.
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*
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* ## Channel layouts
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* ## Channel layouts
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*
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*
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* Audio data passing through SDL is uncompressed PCM data, interleaved. One
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* Audio data passing through SDL is uncompressed PCM data, interleaved. One
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