diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h index e8a1fc7cda..daeb924de1 100644 --- a/include/SDL3/SDL_audio.h +++ b/include/SDL3/SDL_audio.h @@ -248,18 +248,18 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); /** * Get a list of currently-connected audio output devices. * - * This returns of list of available devices that play sound, perhaps - * to speakers or headphones ("output" devices). If you want devices - * that record audio, like a microphone ("capture" devices), use + * This returns of list of available devices that play sound, perhaps to + * speakers or headphones ("output" devices). If you want devices that record + * audio, like a microphone ("capture" devices), use * SDL_GetAudioCaptureDevices() instead. * - * This only returns a list of physical devices; it will not have any - * device IDs returned by SDL_OpenAudioDevice(). + * This only returns a list of physical devices; it will not have any device + * IDs returned by SDL_OpenAudioDevice(). * * \param count a pointer filled in with the number of devices returned - * \returns a 0 terminated array of device instance IDs which should be - * freed with SDL_free(), or NULL on error; call SDL_GetError() for - * more details. + * \returns a 0 terminated array of device instance IDs which should be freed + * with SDL_free(), or NULL on error; call SDL_GetError() for more + * details. * * \threadsafety It is safe to call this function from any thread. * @@ -274,17 +274,17 @@ extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *count) * Get a list of currently-connected audio capture devices. * * This returns of list of available devices that record audio, like a - * microphone ("capture" devices). If you want devices - * that play sound, perhaps to speakers or headphones ("output" devices), - * use SDL_GetAudioOutputDevices() instead. + * microphone ("capture" devices). If you want devices that play sound, + * perhaps to speakers or headphones ("output" devices), use + * SDL_GetAudioOutputDevices() instead. * - * This only returns a list of physical devices; it will not have any - * device IDs returned by SDL_OpenAudioDevice(). + * This only returns a list of physical devices; it will not have any device + * IDs returned by SDL_OpenAudioDevice(). * * \param count a pointer filled in with the number of devices returned - * \returns a 0 terminated array of device instance IDs which should be - * freed with SDL_free(), or NULL on error; call SDL_GetError() for - * more details. + * \returns a 0 terminated array of device instance IDs which should be freed + * with SDL_free(), or NULL on error; call SDL_GetError() for more + * details. * * \threadsafety It is safe to call this function from any thread. * @@ -316,15 +316,14 @@ extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid); /** * Get the current audio format of a specific audio device. * - * For an opened device, this will report the format the device is - * currently using. If the device isn't yet opened, this will report - * the device's preferred format (or a reasonable default if this - * can't be determined). + * For an opened device, this will report the format the device is currently + * using. If the device isn't yet opened, this will report the device's + * preferred format (or a reasonable default if this can't be determined). * * You may also specify SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or - * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE here, which is useful for getting - * a reasonable recommendation before opening the system-recommended - * default device. + * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE here, which is useful for getting a + * reasonable recommendation before opening the system-recommended default + * device. * * \param devid the instance ID of the device to query. * \param spec On return, will be filled with device details. @@ -341,67 +340,68 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SD /** * Open a specific audio device. * - * You can open both output and capture devices through this function. - * Output devices will take data from bound audio streams, mix it, and - * send it to the hardware. Capture devices will feed any bound audio - * streams with a copy of any incoming data. + * You can open both output and capture devices through this function. Output + * devices will take data from bound audio streams, mix it, and send it to the + * hardware. Capture devices will feed any bound audio streams with a copy of + * any incoming data. * - * An opened audio device starts out with no audio streams bound. To - * start audio playing, bind a stream and supply audio data to it. Unlike - * SDL2, there is no audio callback; you only bind audio streams and - * make sure they have data flowing into them (although, as an optional - * feature, each audio stream may have its own callback, which can be - * used to simulate SDL2's semantics). + * An opened audio device starts out with no audio streams bound. To start + * audio playing, bind a stream and supply audio data to it. Unlike SDL2, + * there is no audio callback; you only bind audio streams and make sure they + * have data flowing into them (although, as an optional feature, each audio + * stream may have its own callback, which can be used to simulate SDL2's + * semantics). * - * If you don't care about opening a specific device, pass a `devid` - * of either `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or - * `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In this case, SDL will try to - * pick the most reasonable default, and may also switch between - * physical devices seamlessly later, if the most reasonable default - * changes during the lifetime of this opened device (user changed - * the default in the OS's system preferences, the default got - * unplugged so the system jumped to a new default, the user plugged - * in headphones on a mobile device, etc). Unless you have a good - * reason to choose a specific device, this is probably what you want. + * If you don't care about opening a specific device, pass a `devid` of either + * `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In + * this case, SDL will try to pick the most reasonable default, and may also + * switch between physical devices seamlessly later, if the most reasonable + * default changes during the lifetime of this opened device (user changed the + * default in the OS's system preferences, the default got unplugged so the + * system jumped to a new default, the user plugged in headphones on a mobile + * device, etc). Unless you have a good reason to choose a specific device, + * this is probably what you want. * - * You may request a specific format for the audio device, but there is - * no promise the device will honor that request for several reasons. As - * such, it's only meant to be a hint as to what data your app will - * provide. Audio streams will accept data in whatever format you specify and - * manage conversion for you as appropriate. SDL_GetAudioDeviceFormat can - * tell you the preferred format for the device before opening and the - * actual format the device is using after opening. + * You may request a specific format for the audio device, but there is no + * promise the device will honor that request for several reasons. As such, + * it's only meant to be a hint as to what data your app will provide. Audio + * streams will accept data in whatever format you specify and manage + * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you + * the preferred format for the device before opening and the actual format + * the device is using after opening. * - * It's legal to open the same device ID more than once; each successful - * open will generate a new logical SDL_AudioDeviceID that is managed - * separately from others on the same physical device. This allows - * libraries to open a device separately from the main app and bind its own - * streams without conflicting. + * It's legal to open the same device ID more than once; each successful open + * will generate a new logical SDL_AudioDeviceID that is managed separately + * from others on the same physical device. This allows libraries to open a + * device separately from the main app and bind its own streams without + * conflicting. * - * It is also legal to open a device ID returned by a previous call to - * this function; doing so just creates another logical device on the same - * physical device. This may be useful for making logical groupings of - * audio streams. + * It is also legal to open a device ID returned by a previous call to this + * function; doing so just creates another logical device on the same physical + * device. This may be useful for making logical groupings of audio streams. * * This function returns the opened device ID on success. This is a new, * unique SDL_AudioDeviceID that represents a logical device. * - * Some backends might offer arbitrary devices (for example, a networked - * audio protocol that can connect to an arbitrary server). For these, as - * a change from SDL2, you should open a default device ID and use an SDL - * hint to specify the target if you care, or otherwise let the backend - * figure out a reasonable default. Most backends don't offer anything like - * this, and often this would be an end user setting an environment - * variable for their custom need, and not something an application should - * specifically manage. + * Some backends might offer arbitrary devices (for example, a networked audio + * protocol that can connect to an arbitrary server). For these, as a change + * from SDL2, you should open a default device ID and use an SDL hint to + * specify the target if you care, or otherwise let the backend figure out a + * reasonable default. Most backends don't offer anything like this, and often + * this would be an end user setting an environment variable for their custom + * need, and not something an application should specifically manage. * - * When done with an audio device, possibly at the end of the app's life, - * one should call SDL_CloseAudioDevice() on the returned device id. + * When done with an audio device, possibly at the end of the app's life, one + * should call SDL_CloseAudioDevice() on the returned device id. * - * \param devid the device instance id to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or - * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable default device. - * \param spec the requested device configuration. Can be NULL to use reasonable defaults. - * \returns The device ID on success, 0 on error; call SDL_GetError() for more information. + * \param devid the device instance id to open, or + * SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or + * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable + * default device. + * \param spec the requested device configuration. Can be NULL to use + * reasonable defaults. + * \returns The device ID on success, 0 on error; call SDL_GetError() for more + * information. * * \threadsafety It is safe to call this function from any thread. * @@ -415,17 +415,17 @@ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID /** * Use this function to pause audio playback on a specified device. * - * This function pauses audio processing for a given device. Any bound - * audio streams will not progress, and no audio will be generated. - * Pausing one device does not prevent other unpaused devices from running. + * This function pauses audio processing for a given device. Any bound audio + * streams will not progress, and no audio will be generated. Pausing one + * device does not prevent other unpaused devices from running. * * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app - * has to bind a stream before any audio will flow. Pausing a paused - * device is a legal no-op. + * has to bind a stream before any audio will flow. Pausing a paused device is + * a legal no-op. * - * Pausing a device can be useful to halt all audio without unbinding all - * the audio streams. This might be useful while a game is paused, or - * a level is loading, etc. + * Pausing a device can be useful to halt all audio without unbinding all the + * audio streams. This might be useful while a game is paused, or a level is + * loading, etc. * * Physical devices can not be paused or unpaused, only logical devices * created through SDL_OpenAudioDevice() can be. @@ -478,8 +478,8 @@ extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev); * has to bind a stream before any audio will flow. * * Physical devices can not be paused or unpaused, only logical devices - * created through SDL_OpenAudioDevice() can be. Physical and invalid - * device IDs will report themselves as unpaused here. + * created through SDL_OpenAudioDevice() can be. Physical and invalid device + * IDs will report themselves as unpaused here. * * \param dev a device opened by SDL_OpenAudioDevice() * \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise. @@ -504,7 +504,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev); * hardware, so that applications don't drop the last buffer of data they * supplied if terminating immediately afterwards. * - * \param devid an audio device id previously returned by SDL_OpenAudioDevice() + * \param devid an audio device id previously returned by + * SDL_OpenAudioDevice() * * \threadsafety It is safe to call this function from any thread. * @@ -523,12 +524,12 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid); * stream. * * Audio streams can only be bound to an open device. This operation is - * atomic--all streams bound in the same call will start processing at the same - * time, so they can stay in sync. Also: either all streams will be bound or - * none of them will be. + * atomic--all streams bound in the same call will start processing at the + * same time, so they can stay in sync. Also: either all streams will be bound + * or none of them will be. * - * It is an error to bind an already-bound stream; it must be explicitly unbound - * first. + * It is an error to bind an already-bound stream; it must be explicitly + * unbound first. * * Binding a stream to a device will set its output format for output devices, * and its input format for capture devices, so they match the device's @@ -538,7 +539,8 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid); * \param devid an audio device to bind a stream to. * \param streams an array of audio streams to unbind. * \param num_streams Number streams listed in the `streams` array. - * \returns 0 on success, -1 on error; call SDL_GetError() for more information. + * \returns 0 on success, -1 on error; call SDL_GetError() for more + * information. * * \threadsafety It is safe to call this function from any thread. * @@ -559,7 +561,8 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_Au * * \param devid an audio device to bind a stream to. * \param stream an audio stream to bind to a device. - * \returns 0 on success, -1 on error; call SDL_GetError() for more information. + * \returns 0 on success, -1 on error; call SDL_GetError() for more + * information. * * \threadsafety It is safe to call this function from any thread. * @@ -575,9 +578,10 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_Aud /** * Unbind a list of audio streams from their audio devices. * - * The streams being unbound do not all have to be on the same device. - * All streams on the same device will be unbound atomically (data will stop flowing - * through them all unbound streams on the same device at the same time). + * The streams being unbound do not all have to be on the same device. All + * streams on the same device will be unbound atomically (data will stop + * flowing through them all unbound streams on the same device at the same + * time). * * Unbinding a stream that isn't bound to a device is a legal no-op. * @@ -619,7 +623,8 @@ extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream); * * This reports the audio device that an audio stream is currently bound to. * - * If not bound, or invalid, this returns zero, which is not a valid device ID. + * If not bound, or invalid, this returns zero, which is not a valid device + * ID. * * \param stream the audio stream to query. * \returns The bound audio device, or 0 if not bound or invalid. @@ -683,8 +688,10 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, * must provide data in the new input formats. * * \param stream The stream the format is being changed - * \param src_spec The new format of the audio input; if NULL, it is not changed. - * \param dst_spec The new format of the audio output; if NULL, it is not changed. + * \param src_spec The new format of the audio input; if NULL, it is not + * changed. + * \param dst_spec The new format of the audio output; if NULL, it is not + * changed. * \returns 0 on success, or -1 on error. * * \threadsafety It is safe to call this function from any thread, as it holds @@ -843,21 +850,18 @@ extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream); /** * Lock an audio stream for serialized access. * - * Each SDL_AudioStream has an internal mutex it uses to - * protect its data structures from threading conflicts. This function - * allows an app to lock that mutex, which could be useful if - * registering callbacks on this stream. + * Each SDL_AudioStream has an internal mutex it uses to protect its data + * structures from threading conflicts. This function allows an app to lock + * that mutex, which could be useful if registering callbacks on this stream. * - * One does not need to lock a stream to use in it most cases, - * as the stream manages this lock internally. However, this lock - * is held during callbacks, which may run from arbitrary threads - * at any time, so if an app needs to protect shared data during - * those callbacks, locking the stream guarantees that the - * callback is not running while the lock is held. + * One does not need to lock a stream to use in it most cases, as the stream + * manages this lock internally. However, this lock is held during callbacks, + * which may run from arbitrary threads at any time, so if an app needs to + * protect shared data during those callbacks, locking the stream guarantees + * that the callback is not running while the lock is held. * - * As this is just a wrapper over SDL_LockMutex for an internal - * lock, it has all the same attributes (recursive locks are - * allowed, etc). + * As this is just a wrapper over SDL_LockMutex for an internal lock, it has + * all the same attributes (recursive locks are allowed, etc). * * \param stream The audio stream to lock. * \returns 0 on success or a negative error code on failure; call @@ -916,37 +920,38 @@ typedef void (SDLCALL *SDL_AudioStreamRequestCallback)(SDL_AudioStream *stream, /** * Set a callback that runs when data is requested from an audio stream. * - * This callback is called _before_ data is obtained from the stream, - * giving the callback the chance to add more on-demand. + * This callback is called _before_ data is obtained from the stream, giving + * the callback the chance to add more on-demand. * - * The callback can (optionally) call SDL_PutAudioStreamData() to add - * more audio to the stream during this call; if needed, the request - * that triggered this callback will obtain the new data immediately. + * The callback can (optionally) call SDL_PutAudioStreamData() to add more + * audio to the stream during this call; if needed, the request that triggered + * this callback will obtain the new data immediately. * - * The callback's `approx_request` argument is roughly how many bytes - * of _unconverted_ data (in the stream's input format) is needed by - * the caller, although this may overestimate a little for safety. - * This takes into account how much is already in the stream and only - * asks for any extra necessary to resolve the request, which means - * the callback may be asked for zero bytes, and a different amount - * on each call. + * The callback's `approx_request` argument is roughly how many bytes of + * _unconverted_ data (in the stream's input format) is needed by the caller, + * although this may overestimate a little for safety. This takes into account + * how much is already in the stream and only asks for any extra necessary to + * resolve the request, which means the callback may be asked for zero bytes, + * and a different amount on each call. * - * The callback is not required to supply exact amounts; it is allowed - * to supply too much or too little or none at all. The caller will - * get what's available, up to the amount they requested, regardless - * of this callback's outcome. + * The callback is not required to supply exact amounts; it is allowed to + * supply too much or too little or none at all. The caller will get what's + * available, up to the amount they requested, regardless of this callback's + * outcome. * * Clearing or flushing an audio stream does not call this callback. * - * This function obtains the stream's lock, which means any existing - * callback (get or put) in progress will finish running before setting - * the new callback. + * This function obtains the stream's lock, which means any existing callback + * (get or put) in progress will finish running before setting the new + * callback. * * Setting a NULL function turns off the callback. * * \param stream the audio stream to set the new callback on. - * \param callback the new callback function to call when data is added to the stream. - * \param userdata an opaque pointer provided to the callback for its own personal use. + * \param callback the new callback function to call when data is added to the + * stream. + * \param userdata an opaque pointer provided to the callback for its own + * personal use. * \returns 0 on success, -1 on error. This only fails if `stream` is NULL. * * \threadsafety It is safe to call this function from any thread. @@ -960,40 +965,41 @@ extern DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *strea /** * Set a callback that runs when data is added to an audio stream. * - * This callback is called _after_ the data is added to the stream, - * giving the callback the chance to obtain it immediately. + * This callback is called _after_ the data is added to the stream, giving the + * callback the chance to obtain it immediately. * - * The callback can (optionally) call SDL_GetAudioStreamData() to - * obtain audio from the stream during this call. + * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio + * from the stream during this call. * - * The callback's `approx_request` argument is how many bytes - * of _converted_ data (in the stream's output format) was provided - * by the caller, although this may underestimate a little for safety. - * This value might be less than what is currently available in the - * stream, if data was already there, and might be less than the - * caller provided if the stream needs to keep a buffer to aid in - * resampling. Which means the callback may be provided with zero + * The callback's `approx_request` argument is how many bytes of _converted_ + * data (in the stream's output format) was provided by the caller, although + * this may underestimate a little for safety. This value might be less than + * what is currently available in the stream, if data was already there, and + * might be less than the caller provided if the stream needs to keep a buffer + * to aid in resampling. Which means the callback may be provided with zero * bytes, and a different amount on each call. * - * The callback may call SDL_GetAudioStreamAvailable to see the - * total amount currently available to read from the stream, instead - * of the total provided by the current call. + * The callback may call SDL_GetAudioStreamAvailable to see the total amount + * currently available to read from the stream, instead of the total provided + * by the current call. * - * The callback is not required to obtain all data. It is allowed - * to read less or none at all. Anything not read now simply remains - * in the stream for later access. + * The callback is not required to obtain all data. It is allowed to read less + * or none at all. Anything not read now simply remains in the stream for + * later access. * * Clearing or flushing an audio stream does not call this callback. * - * This function obtains the stream's lock, which means any existing - * callback (get or put) in progress will finish running before setting - * the new callback. + * This function obtains the stream's lock, which means any existing callback + * (get or put) in progress will finish running before setting the new + * callback. * * Setting a NULL function turns off the callback. * * \param stream the audio stream to set the new callback on. - * \param callback the new callback function to call when data is added to the stream. - * \param userdata an opaque pointer provided to the callback for its own personal use. + * \param callback the new callback function to call when data is added to the + * stream. + * \param userdata an opaque pointer provided to the callback for its own + * personal use. * \returns 0 on success, -1 on error. This only fails if `stream` is NULL. * * \threadsafety It is safe to call this function from any thread. @@ -1033,12 +1039,14 @@ extern 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. This function will set the other - * side of the audio stream to the device's format. + * audio, this will be the input format. This function will set the other side + * of the audio stream to the device's format. * - * \param devid an audio device to bind a stream to. This must be an opened device, and can not be zero. + * \param devid an audio device to bind a stream to. This must be an opened + * device, and can not be zero. * \param spec the audio stream's input format - * \returns a bound audio stream on success, ready to use. NULL on error; call SDL_GetError() for more information. + * \returns a bound audio stream on success, ready to use. NULL on error; call + * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * @@ -1070,8 +1078,8 @@ extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAndBindAudioStream(SDL_AudioD * audio data allocated by the function is written to `audio_buf` and its * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`, * `channels`, and `format` are set to the values of the audio data in the - * buffer. The `samples` member is set to a sane default and all - * others are set to zero. + * buffer. The `samples` member is set to a sane default and all others are + * set to zero. * * It's necessary to use SDL_free() to free the audio data returned in * `audio_buf` when it is no longer used. @@ -1108,16 +1116,16 @@ extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAndBindAudioStream(SDL_AudioD * * \param src The data source for the WAVE data * \param freesrc If non-zero, SDL will _always_ free the data source - * \param spec A pointer to an SDL_AudioSpec that will be set to the - * WAVE data's format details on successful return. + * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE + * data's format details on successful return. * \param audio_buf A pointer filled with the audio data, allocated by the * function. * \param audio_len A pointer filled with the length of the audio data buffer * in bytes - * \returns This function, if successfully called, returns 0. `audio_buf` - * will be filled with a pointer to an allocated buffer - * containing the audio data, and `audio_len` is filled with the - * length of that audio buffer in bytes. + * \returns This function, if successfully called, returns 0. `audio_buf` will + * be filled with a pointer to an allocated buffer containing the + * audio data, and `audio_len` is filled with the length of that + * audio buffer in bytes. * * This function returns -1 if the .WAV file cannot be opened, uses * an unknown data format, or is corrupt; call SDL_GetError() for @@ -1149,16 +1157,16 @@ extern DECLSPEC int SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc, * Note that in SDL2, this was a preprocessor macro and not a real function. * * \param path The file path of the WAV file to open. - * \param spec A pointer to an SDL_AudioSpec that will be set to the - * WAVE data's format details on successful return. + * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE + * data's format details on successful return. * \param audio_buf A pointer filled with the audio data, allocated by the * function. * \param audio_len A pointer filled with the length of the audio data buffer * in bytes - * \returns This function, if successfully called, returns 0. `audio_buf` - * will be filled with a pointer to an allocated buffer - * containing the audio data, and `audio_len` is filled with the - * length of that audio buffer in bytes. + * \returns This function, if successfully called, returns 0. `audio_buf` will + * be filled with a pointer to an allocated buffer containing the + * audio data, and `audio_len` is filled with the length of that + * audio buffer in bytes. * * This function returns -1 if the .WAV file cannot be opened, uses * an unknown data format, or is corrupt; call SDL_GetError() for @@ -1261,9 +1269,9 @@ extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spe /** * Get the appropriate memset value for silencing an audio format. * - * The value returned by this function can be used as the second - * argument to memset (or SDL_memset) to set an audio buffer in - * a specific format to silence. + * The value returned by this function can be used as the second argument to + * memset (or SDL_memset) to set an audio buffer in a specific format to + * silence. * * \param format the audio data format to query. * \returns A byte value that can be passed to memset.