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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 location 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_au-
       dio_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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