###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_GetQueuedAudioSize Get the number of bytes of still-queued audio. ## Syntax ```c Uint32 SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); ``` ## Function Parameters | | | | ----------- | ------------------------------------------------------ | | **dev** | the device ID of which we will query queued audio size | ## Return Value Returns the number of bytes (not samples!) of queued audio. ## Remarks For playback devices: this is the number of bytes that have been queued for playback with [SDL_QueueAudio](SDL_QueueAudio)(), but have not yet been sent to the hardware. Once we've sent it to the hardware, this function can not decide the exact byte boundary of what has been played. It's possible that we just gave the hardware several kilobytes right before you called this function, but it hasn't played any of it yet, or maybe half of it, etc. For capture devices, this is the number of bytes that have been captured by the device and are waiting for you to dequeue. This number may grow at any time, so this only informs of the lower-bound of available data. You may not queue or dequeue audio on a device that is using an application-supplied callback; calling this function on such a device always returns 0. You have to use the audio callback or queue audio, but not both. You should not call [SDL_LockAudio](SDL_LockAudio)() on the device before querying; SDL handles locking internally for this function. ## Version This function is available since SDL 3.0.0. ## Related Functions * [SDL_ClearQueuedAudio](SDL_ClearQueuedAudio) * [SDL_QueueAudio](SDL_QueueAudio) * [SDL_DequeueAudio](SDL_DequeueAudio) ---- [CategoryAPI](CategoryAPI), [CategoryAudio](CategoryAudio)