From 47ff4addd461872c52ada1c59ac6405193748ee9 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Thu, 25 Apr 2024 06:37:31 +0000 Subject: [PATCH] Sync SDL3 wiki -> header --- include/SDL3/SDL_audio.h | 44 +++++++++++++++++++--------------------- 1 file changed, 21 insertions(+), 23 deletions(-) diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h index 45ee6d4ba..8e91fe7f3 100644 --- a/include/SDL3/SDL_audio.h +++ b/include/SDL3/SDL_audio.h @@ -235,9 +235,9 @@ typedef Uint32 SDL_AudioDeviceID; /** * A value used to request a default output audio device. * - * Several functions that require an SDL_AudioDeviceID will accept this - * value to signify the app just wants the system to choose a default - * device instead of the app providing a specific one. + * Several functions that require an SDL_AudioDeviceID will accept this value + * to signify the app just wants the system to choose a default device instead + * of the app providing a specific one. * * \since This macro is available since SDL 3.0.0. */ @@ -246,9 +246,9 @@ typedef Uint32 SDL_AudioDeviceID; /** * A value used to request a default capture audio device. * - * Several functions that require an SDL_AudioDeviceID will accept this - * value to signify the app just wants the system to choose a default - * device instead of the app providing a specific one. + * Several functions that require an SDL_AudioDeviceID will accept this value + * to signify the app just wants the system to choose a default device instead + * of the app providing a specific one. * * \since This macro is available since SDL 3.0.0. */ @@ -271,8 +271,8 @@ typedef struct SDL_AudioSpec /** * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec. * - * This reports on the size of an audio sample frame: stereo Sint16 data - * (2 channels of 2 bytes each) would be 4 bytes per frame, for example. + * This reports on the size of an audio sample frame: stereo Sint16 data (2 + * channels of 2 bytes each) would be 4 bytes per frame, for example. * * \param x an SDL_AudioSpec to query. * \returns the number of bytes used per sample frame. @@ -731,8 +731,7 @@ extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_Aud * * The streams being unbound do not all have to be on the same device. All * streams on the same device will be unbound atomically (data will stop - * flowing through all unbound streams on the same device at the same - * time). + * flowing through all unbound streams on the same device at the same time). * * Unbinding a stream that isn't bound to a device is a legal no-op. * @@ -842,12 +841,11 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, * will reflect the new format, and future calls to SDL_PutAudioStreamData * must provide data in the new input formats. * - * Data that was previously queued in the stream will still be - * operated on in the format that was current when it was added, which is - * to say you can put the end of a sound file in one format to a stream, - * change formats for the next sound file, and start putting that new data - * while the previous sound file is still queued, and everything will still - * play back correctly. + * Data that was previously queued in the stream will still be operated on in + * the format that was current when it was added, which is to say you can put + * the end of a sound file in one format to a stream, change formats for the + * next sound file, and start putting that new data while the previous sound + * file is still queued, and everything will still play back correctly. * * \param stream The stream the format is being changed * \param src_spec The new format of the audio input; if NULL, it is not @@ -1050,8 +1048,8 @@ extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream); /** * Clear any pending data in the stream. * - * This drops any queued data, so there will be nothing to read from - * the stream until more is added. + * This drops any queued data, so there will be nothing to read from the + * stream until more is added. * * \param stream The audio stream to clear * \returns 0 on success or a negative error code on failure; call @@ -1258,9 +1256,9 @@ extern DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *strea * queued. You do not need to manually clear the stream first. * * If this stream was bound to an audio device, it is unbound during this - * call. If this stream was created with SDL_OpenAudioDeviceStream, the - * audio device that was opened alongside this stream's creation will be - * closed, too. + * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio + * device that was opened alongside this stream's creation will be closed, + * too. * * \param stream The audio stream to destroy. * @@ -1287,8 +1285,8 @@ extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream); * the only object needed to manage audio playback. * * Also unlike other functions, the audio device begins paused. This is to map - * more closely to SDL2-style behavior, since there is no extra step here - * to bind a stream to begin audio flowing. The audio device should be resumed + * more closely to SDL2-style behavior, since there is no extra step here to + * bind a stream to begin audio flowing. The audio device should be resumed * with `SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));` * * This function works with both playback and capture devices.