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rust-sdl2/sdl2_sys/fn.SDL_ClearQueuedAudio.html
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="API documentation for the Rust `SDL_ClearQueuedAudio` fn in crate `sdl2_sys`."><meta name="keywords" content="rust, rustlang, rust-lang, SDL_ClearQueuedAudio"><title>sdl2_sys::SDL_ClearQueuedAudio - Rust</title><link rel="stylesheet" type="text/css" href="../normalize.css"><link rel="stylesheet" type="text/css" href="../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../dark.css"><link rel="stylesheet" type="text/css" href="../light.css" id="themeStyle"><script src="../storage.js"></script><noscript><link rel="stylesheet" href="../noscript.css"></noscript><link rel="shortcut icon" href="../favicon.ico"><style type="text/css">#crate-search{background-image:url("../down-arrow.svg");}</style></head><body class="rustdoc fn"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><a href='../sdl2_sys/index.html'><div class='logo-container'><img src='../rust-logo.png' alt='logo'></div></a><div class="sidebar-elems"><p class='location'><a href='index.html'>sdl2_sys</a></p><script>window.sidebarCurrent = {name: 'SDL_ClearQueuedAudio', ty: 'fn', relpath: ''};</script><script defer src="sidebar-items.js"></script></div></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../theme.js"></script><nav class="sub"><form class="search-form"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" disabled autocomplete="off" spellcheck="false" placeholder="Click or press S to search, ? for more options…" type="search"></div><a id="settings-menu" href="../settings.html"><img src="../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><h1 class='fqn'><span class='out-of-band'><span id='render-detail'><a id="toggle-all-docs" href="javascript:void(0)" title="collapse all docs">[<span class='inner'>&#x2212;</span>]</a></span><a class='srclink' href='../src/sdl2_sys/Users/travis/build/Rust-SDL2/rust-sdl2/target/debug/build/sdl2-sys-f32779682524d647/out/sdl_bindings.rs.html#3517' title='goto source code'>[src]</a></span><span class='in-band'>Function <a href='index.html'>sdl2_sys</a>::<wbr><a class="fn" href=''>SDL_ClearQueuedAudio</a></span></h1><pre class='rust fn'>pub unsafe extern &quot;C&quot; fn SDL_ClearQueuedAudio(dev: <a class="type" href="../sdl2_sys/type.SDL_AudioDeviceID.html" title="type sdl2_sys::SDL_AudioDeviceID">SDL_AudioDeviceID</a>)</pre><div class='docblock'><p>Drop any queued audio data. For playback devices, this is any queued data
still waiting to be submitted to the hardware. For capture devices, this
is any data that was queued by the device that hasn't yet been dequeued by
the application.</p>
<p>Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
playback devices, the hardware will start playing silence if more audio
isn't queued. Unpaused capture devices will start filling the queue again
as soon as they have more data available (which, depending on the state
of the hardware and the thread, could be before this function call
returns!).</p>
<p>This will not prevent playback of queued audio that's already been sent
to the hardware, as we can not undo that, so expect there to be some
fraction of a second of audio that might still be heard. This can be
useful if you want to, say, drop any pending music during a level change
in your game.</p>
<p>You may not queue audio on a device that is using an application-supplied
callback; calling this function on such a device is always a no-op.
You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
the audio callback, but not both.</p>
<p>You should not call SDL_LockAudio() on the device before clearing the
queue; SDL handles locking internally for this function.</p>
<p>This function always succeeds and thus returns void.</p>
<p>\param dev The device ID of which to clear the audio queue.</p>
<p>\sa SDL_QueueAudio
\sa SDL_GetQueuedAudioSize</p>
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