audio: Added SDL_GetAudioStreamBinding.

Now you can open a device, bind a stream, and forget about the device ID
until you're ready to shutdown, where you can query the stream for it.
This commit is contained in:
Ryan C. Gordon
2023-06-22 01:00:12 -04:00
parent 01f7b53865
commit 464640440f
5 changed files with 40 additions and 0 deletions

View File

@@ -888,6 +888,7 @@ SDL3_0.0.0 {
SDL_PauseAudioDevice;
SDL_UnpauseAudioDevice;
SDL_IsAudioDevicePaused;
SDL_GetAudioStreamBinding;
# extra symbols go here (don't modify this line)
local: *;
};

View File

@@ -914,3 +914,4 @@
#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
#define SDL_UnpauseAudioDevice SDL_UnpauseAudioDevice_REAL
#define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
#define SDL_GetAudioStreamBinding SDL_GetAudioStreamBinding_REAL

View File

@@ -958,3 +958,4 @@ SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uin
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UnpauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamBinding,(SDL_AudioStream *a),(a),return)