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Currently it's SILENCE (just zero out the mix buffer), COPYONE (one stream writes directly into the hardware's buffer), or MIX (everything gets mixed together before sending to the hardware). Devices that aren't doing anything result in SILENCE. Devices playing one thing result in COPYONE. This lets the two most common states take what are likely significantly faster approaches. There will likely be some other strategies later (like when we offer a postmix callback, etc).
Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md. If you are migrating to SDL 3.0 from SDL 2.0, the changes are extensively documented in README-migration.md.
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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