Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2024-05-26 03:34:35 +00:00
parent 033793faed
commit 84cb065da2

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@@ -420,8 +420,8 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* This only returns a list of physical devices; it will not have any device
* IDs returned by SDL_OpenAudioDevice().
*
* If this function returns NULL, to signify an error, `*count` will be set
* to zero.
* If this function returns NULL, to signify an error, `*count` will be set to
* zero.
*
* \param count a pointer filled in with the number of devices returned. NULL
* is allowed.
@@ -449,8 +449,8 @@ extern SDL_DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *co
* This only returns a list of physical devices; it will not have any device
* IDs returned by SDL_OpenAudioDevice().
*
* If this function returns NULL, to signify an error, `*count` will be set
* to zero.
* If this function returns NULL, to signify an error, `*count` will be set to
* zero.
*
* \param count a pointer filled in with the number of devices returned. NULL
* is allowed.
@@ -1325,8 +1325,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream)
* The `spec` parameter represents the app's side of the audio stream. That
* is, for recording audio, this will be the output format, and for playing
* audio, this will be the input format. If spec is NULL, the system will
* choose the format, and the app can use SDL_GetAudioStreamFormat() to
* obtain this information later.
* choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain
* this information later.
*
* If you don't care about opening a specific audio device, you can (and
* probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_OUTPUT for playback and