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Size: 763
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← Revision 6 as of 2013-08-08 04:39:39 ⇥
Size: 1243
Comment: Rewritten
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| Deletions are marked like this. | Additions are marked like this. |
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| <<Color2(green,Should SDL_Audio``DeviceID be specifically mentioned like a struct would be although it is a typedef? It has no page.)>> |
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| You can add your code example here | extern SDL_AudioSpec want; SDL_AudioDeviceID devid = SDL_OpenAudioDevice(NULL, 0, &want, NULL, 0); if (devid > 0) { SDL_PauseAudioDevice(devid, 0); SDL_Delay(5000); // let audio callback run for 5 seconds. SDL_CloseAudioDevice(devid); } |
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| ''You can add useful comments here'' | The application should close open audio devices once they are no longer needed. Calling this function will wait until the device's audio callback is not running, release the audio hardware and then clean up internal state. No further audio will play from this device once this function returns. The device ID is invalid as soon as the device is closed, and is eligible for reuse in a new [[SDL_OpenAudioDevice]]() call immediately. |
SDL_CloseAudioDevice
Use this function to shut down audio processing and close the audio device.
Syntax
void SDL_CloseAudioDevice(SDL_AudioDeviceID dev)
Function Parameters
dev |
an audio device previously opened with SDL_OpenAudioDevice() |
Code Examples
extern SDL_AudioSpec want;
SDL_AudioDeviceID devid = SDL_OpenAudioDevice(NULL, 0, &want, NULL, 0);
if (devid > 0) {
SDL_PauseAudioDevice(devid, 0);
SDL_Delay(5000); // let audio callback run for 5 seconds.
SDL_CloseAudioDevice(devid);
}
Remarks
The application should close open audio devices once they are no longer needed. Calling this function will wait until the device's audio callback is not running, release the audio hardware and then clean up internal state. No further audio will play from this device once this function returns.
The device ID is invalid as soon as the device is closed, and is eligible for reuse in a new SDL_OpenAudioDevice() call immediately.
