audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.

This commit is contained in:
Ryan C. Gordon
2023-08-27 16:34:26 -04:00
parent efd2023a72
commit 58c859f64d
11 changed files with 18 additions and 18 deletions

View File

@@ -94,7 +94,7 @@ In SDL2, you might have done something like this to play audio...
/* ...somewhere near startup... */
const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback, &my_audio_callback_user_data);
SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
```
If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightforward.
@@ -103,7 +103,7 @@ If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightf
/* ...somewhere near startup... */
const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, NULL, NULL);
SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
/* ...in your main loop... */
/* calculate a little more audio into `buf`, add it to `stream` */