mirror of https://github.com/libsdl-org/SDL
audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice.
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@ -308,10 +308,10 @@ expression e;
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+ SDL_PauseAudioDevice(e)
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- SDL_PauseAudioDevice(e, 0)
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+ SDL_UnpauseAudioDevice(e)
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+ SDL_ResumeAudioDevice(e)
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- SDL_PauseAudioDevice(e, SDL_FALSE)
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+ SDL_UnpauseAudioDevice(e)
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+ SDL_ResumeAudioDevice(e)
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)
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@@
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@ -321,7 +321,7 @@ expression e, pause_on;
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+ if (pause_on) {
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+ SDL_PauseAudioDevice(e);
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+ } else {
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+ SDL_UnpauseAudioDevice(e);
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+ SDL_ResumeAudioDevice(e);
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+ }
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@ -148,7 +148,7 @@ Rather than iterating over audio devices using a device index, there is a new fu
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SDL_LockAudioDevice() and SDL_UnlockAudioDevice() have been removed, since there is no callback in another thread to protect. SDL's audio subsystem and SDL_AudioStream maintain their own locks internally, so audio streams are safe to use from any thread. If the app assigns a callback to a specific stream, it can use the stream's lock through SDL_LockAudioStream() if necessary.
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SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the device. To unpause, use SDL_UnpauseAudioDevice().
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SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the device. To unpause, use SDL_ResumeAudioDevice().
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Audio devices, opened by SDL_OpenAudioDevice(), no longer start in a paused state, as they don't begin processing audio until a stream is bound.
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@ -438,7 +438,7 @@ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_ResumeAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
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@ -466,10 +466,10 @@ extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_ResumeAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
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extern DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
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/**
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* Use this function to query if an audio device is paused.
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@ -489,7 +489,7 @@ extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_PauseAudioDevice
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_ResumeAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);
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@ -1322,7 +1322,7 @@ int SDL_PauseAudioDevice(SDL_AudioDeviceID devid)
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return SetLogicalAudioDevicePauseState(devid, 1);
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}
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int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID devid)
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int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid)
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{
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return SetLogicalAudioDevicePauseState(devid, 0);
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}
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@ -884,7 +884,7 @@ SDL3_0.0.0 {
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SDL_GetSilenceValueForFormat;
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SDL_LoadWAV;
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SDL_PauseAudioDevice;
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SDL_UnpauseAudioDevice;
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SDL_ResumeAudioDevice;
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SDL_IsAudioDevicePaused;
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SDL_GetAudioStreamBinding;
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SDL_ShowWindowSystemMenu;
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@ -909,7 +909,7 @@
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#define SDL_GetSilenceValueForFormat SDL_GetSilenceValueForFormat_REAL
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#define SDL_LoadWAV SDL_LoadWAV_REAL
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#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
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#define SDL_UnpauseAudioDevice SDL_UnpauseAudioDevice_REAL
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#define SDL_ResumeAudioDevice SDL_ResumeAudioDevice_REAL
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#define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
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#define SDL_GetAudioStreamBinding SDL_GetAudioStreamBinding_REAL
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#define SDL_ShowWindowSystemMenu SDL_ShowWindowSystemMenu_REAL
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@ -953,7 +953,7 @@ SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8
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SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_UnpauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamBinding,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
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@ -43,13 +43,13 @@ static void loop(void)
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} else if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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if (e.button.button == 1) {
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SDL_PauseAudioDevice(devid_out);
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SDL_UnpauseAudioDevice(devid_in);
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SDL_ResumeAudioDevice(devid_in);
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}
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} else if (e.type == SDL_EVENT_MOUSE_BUTTON_UP) {
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if (e.button.button == 1) {
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SDL_PauseAudioDevice(devid_in);
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SDL_FlushAudioStream(stream_in); /* so no samples are held back for resampling purposes. */
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SDL_UnpauseAudioDevice(devid_out);
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SDL_ResumeAudioDevice(devid_out);
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}
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}
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}
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@ -123,7 +123,7 @@ test_multi_audio(SDL_AudioDeviceID *devices, int devcount)
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/* try to start all the devices about the same time. SDL does not guarantee sync across physical devices. */
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for (i = 0; i < devcount; i++) {
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if (devices[i]) {
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SDL_UnpauseAudioDevice(devices[i]);
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SDL_ResumeAudioDevice(devices[i]);
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}
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}
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