Mix audio data in a specified format.
Defined in <SDL3/SDL_audio.h>
bool SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume);
Uint8 * | dst | the destination for the mixed audio. |
const Uint8 * | src | the source audio buffer to be mixed. |
SDL_AudioFormat | format | the SDL_AudioFormat structure representing the desired audio format. |
Uint32 | len | the length of the audio buffer in bytes. |
float | volume | ranges from 0.0 - 1.0, and should be set to 1.0 for full audio volume. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
This takes an audio buffer src
of len
bytes of format
data and mixes it into dst
, performing addition, volume adjustment, and overflow clipping. The buffer pointed to by dst
must also be len
bytes of format
data.
This is provided for convenience -- you can mix your own audio data.
Do not use this function for mixing together more than two streams of sample data. The output from repeated application of this function may be distorted by clipping, because there is no accumulator with greater range than the input (not to mention this being an inefficient way of doing it).
It is a common misconception that this function is required to write audio data to an output stream in an audio callback. While you can do that, SDL_MixAudio() is really only needed when you're mixing a single audio stream with a volume adjustment.
It is safe to call this function from any thread.
This function is available since SDL 3.1.3.