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Added SDL_PauseAudioStreamDevice() and SDL_ResumeAudioStreamDevice()
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committed by
Ryan C. Gordon
parent
a6da2e6f8b
commit
534768c7c5
@@ -1097,6 +1097,69 @@ extern SDL_DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
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/**
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* Use this function to pause audio playback on the audio device associated with an audio stream.
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*
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* This function pauses audio processing for a given device. Any bound audio
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* streams will not progress, and no audio will be generated. Pausing one
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* device does not prevent other unpaused devices from running.
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*
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* Pausing a device can be useful to halt all audio without unbinding all the
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* audio streams. This might be useful while a game is paused, or a level is
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* loading, etc.
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*
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* \param stream The audio stream associated with the audio device to pause
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_ResumeAudioStreamDevice
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
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/**
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* Use this function to unpause audio playback on the audio device associated with an audio stream.
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*
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* This function unpauses audio processing for a given device that has
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* previously been paused. Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.
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*
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* \param stream The audio stream associated with the audio device to resume
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_PauseAudioStreamDevice
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream);
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/**
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* Use this function to query if an audio device is paused.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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* has to bind a stream before any audio will flow.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be. Physical and invalid device
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* IDs will report themselves as unpaused here.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_PauseAudioDevice
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* \sa SDL_ResumeAudioDevice
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
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/**
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* Lock an audio stream for serialized access.
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*
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