#pragma section-numbers off #pragma camelcase off || DRAFT|| ##*^*^*^*^*See http://wiki.libsdl.org/moin.cgi/SGFunctions for details on editing this page*^*^*^*^* = SDL_GetQueuedAudioSize = Use this function to get the number of bytes of still-queued audio. <> == Syntax == {{{#!highlight cpp 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. == Code Examples == {{{#!highlight cpp You can add your code example here }}} ##Leave this section as-is unless you have a code example to put in. In that case, replace You can add your code example here with your code example following the Style Guide instructions. Leave the rest of the markup alone and delete this comment. == Remarks == This is the number of bytes that have been queued for playback with [[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. You may not queue 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 with [[SDL_QueueAudio]](), but not both. You should not call [[SDL_LockAudio]]() on the device before querying; SDL handles locking internally for this function. == Version == This function is available since SDL 2.0.4. == Related Functions == .[[SDL_ClearQueuedAudio]] .[[SDL_QueueAudio]] ##Remove this section if empty ---- [[CategoryAPI]], [[CategoryAudio]] ##See the Style Guide for instructions on editing the footer.