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get_audio_stream_buffer(3)	 Allegro manual       get_audio_stream_buffer(3)

NAME
     get_audio_stream_buffer  - Tells you if you need to fill the audiostream or
     not. Allegro game programming library.

SYNOPSIS
     #include <allegro.h>

     void *get_audio_stream_buffer(AUDIOSTREAM *stream);

DESCRIPTION
     You must call this function at regular intervals while an audio  stream  is
     playing,  to provide the next buffer of sample data (the smaller the stream
     buffer size, the more often it must be called). This function should not be
     called from a timer handler. Example:

	void *mem_chunk;
	...
	while (TRUE) {
	   ...
	   mem_chunk = get_audio_stream_buffer(buffer);
	   if (mem_chunk != NULL) {
	      /* Refill the stream buffer. */
	   }
	}

RETURN VALUE
     If it returns NULL, the stream is still playing the previous lot  of  data,
     so  you don't need to do anything. If it returns a value, that is the loca-
     tion of the next buffer to be played, and you should load	the  appropriate
     number  of samples (however many you specified when creating the stream) to
     that address, for example using an fread() from a disk file.  After filling
     the buffer with data, call free_audio_stream_buffer() to indicate that  the
     new data is now valid.

SEE ALSO
     play_audio_stream(3), free_audio_stream_buffer(3), exstream(3)

Allegro 			  version 4.4.3       get_audio_stream_buffer(3)

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