Provided by: libsdl3-doc_3.2.8+ds-1_all bug

NAME

       SDL_OpenAudioDeviceStream - Convenience function for straightforward audio init for the common case.

HEADER FILE

       Defined in SDL3/SDL_audio.h

SYNOPSIS

       #include "SDL3/SDL.h"

       SDL_AudioStream * SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);

DESCRIPTION

       If all your app intends to do is provide a single source of PCM audio, this function allows you to do all
       your audio setup in a single call.

       This is also intended to be a clean means to migrate apps from SDL2.

       This function will open an audio device, create a stream and bind it.  Unlike other methods of setup, the
       audio device will be closed when this stream is destroyed, so the app can treat the returned

       SDL_AudioStream
        as 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  with SDL_ResumeAudioStreamDevice(stream); This function works with both playback and
       recording devices.

       The spec parameter represents the app's side of the audio stream. That is, for recording audio, this will
       be the output format, and for playing audio, this will be the input format. If spec is NULL,  the  system
       will choose the format, and the app can use

       SDL_GetAudioStreamFormat () to obtain this information later.

       If you don't care about opening a specific audio device, you can (and probably _should_), use

       SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
        for playback and

       SDL_AUDIO_DEVICE_DEFAULT_RECORDING

       for recording.

       One  can  optionally  provide  a  callback function; if NULL, the app is expected to queue audio data for
       playback (or unqueue audio data if capturing). Otherwise, the callback will begin to fire once the device
       is unpaused.

       Destroying the returned stream with

       SDL_DestroyAudioStream
        will also close the audio device associated with this stream.

FUNCTION PARAMETERS

       devid  an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
               or SDL_AUDIO_DEVICE_DEFAULT_RECORDING .

       spec   the audio stream's data format. Can be NULL.

       callback
              a callback where the app will provide new data for playback, or receive new  data  for  recording.
              Can be NULL, in which case the app will need to call SDL_PutAudioStreamData
               or SDL_GetAudioStreamData
               as necessary.

       userdata
              app-controlled pointer passed to callback. Can be NULL. Ignored if callback is NULL.

RETURN VALUE

       ( SDL_AudioStream
        *)  Returns  an audio stream on success, ready to use, or NULL on failure; call SDL_GetError () for more
       information. When done with this stream, call

       SDL_DestroyAudioStream
        to free resources and close the device.

THREAD SAFETY

       It is safe to call this function from any thread.

AVAILABILITY

       This function is available since SDL 3.2.0.

SEE ALSO

       (3), SDL_GetAudioStreamDevice(3), (3), SDL_ResumeAudioStreamDevice(3)

Simple Directmedia Layer                            SDL 3.2.8                       SDL_OpenAudioDeviceStream(3)