Set a MIX_Track's input to an SDL_AudioStream.
Defined in <SDL3_mixer/SDL_mixer.h>
bool MIX_SetTrackAudioStream(MIX_Track *track, SDL_AudioStream *stream);
MIX_Track * | track | the track on which to set a new audio input. |
SDL_AudioStream * | stream | the audio stream to use as the track's input. |
(bool) Returns true on success, false on error; call SDL_GetError() for details.
Using an audio stream allows the application to generate any type of audio, in any format, possibly procedurally or on-demand, and mix in with all other tracks.
When a track uses an audio stream, it will call SDL_GetAudioStreamData as it needs more audio to mix. The app can either buffer data to the stream ahead of time, or set a callback on the stream to provide data as needed. Please refer to SDL's documentation for details.
A given audio stream may only be assigned to a single track at a time; duplicate assignments won't return an error, but assigning a stream to multiple tracks will cause each track to read from the stream arbitarily, causing confusion and incorrect mixing.
Once a track has a valid input, it can start mixing sound by calling MIX_PlayTrack(), or possibly MIX_PlayTag().
Calling this function with a NULL audio stream is legal, and removes any input from the track. If the track was currently playing, the next time the mixer runs, it'll notice this and mark the track as stopped, calling any assigned MIX_TrackStoppedCallback.
It is legal to change the input of a track while it's playing, however some states, like loop points, may cease to make sense with the new audio. In such a case, one can call MIX_PlayTrack again to adjust parameters.
The provided audio stream must remain valid until the track no longer needs it (either by changing the track's input or destroying the track).
It is safe to call this function from any thread.
This function is available since SDL_mixer 3.0.0.