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rust-sdl2/sdl2_sys/fn.SDL_DequeueAudio.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_DequeueAudio` fn in crate `sdl2_sys`."><meta name="keywords" content="rust, rustlang, rust-lang, SDL_DequeueAudio"><title>sdl2_sys::SDL_DequeueAudio - 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_DequeueAudio', 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#3446-3447' 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_DequeueAudio</a></span></h1><pre class='rust fn'>pub unsafe extern &quot;C&quot; fn SDL_DequeueAudio(<br>&nbsp;&nbsp;&nbsp;&nbsp;dev: <a class="type" href="../sdl2_sys/type.SDL_AudioDeviceID.html" title="type sdl2_sys::SDL_AudioDeviceID">SDL_AudioDeviceID</a>, <br>&nbsp;&nbsp;&nbsp;&nbsp;data: *mut <a class="enum" href="https://doc.rust-lang.org/nightly/core/ffi/enum.c_void.html" title="enum core::ffi::c_void">c_void</a>, <br>&nbsp;&nbsp;&nbsp;&nbsp;len: <a class="type" href="../sdl2_sys/type.Uint32.html" title="type sdl2_sys::Uint32">Uint32</a><br>) -&gt; <a class="type" href="../sdl2_sys/type.Uint32.html" title="type sdl2_sys::Uint32">Uint32</a></pre><div class='docblock'><p>Dequeue more audio on non-callback devices.</p>
<p>(If you are looking to queue audio for output on a non-callback playback
device, you want SDL_QueueAudio() instead. This will always return 0
if you use it with playback devices.)</p>
<p>SDL offers two ways to retrieve audio from a capture device: you can
either supply a callback that SDL triggers with some frequency as the
device records more audio data, (push method), or you can supply no
callback, and then SDL will expect you to retrieve data at regular
intervals (pull method) with this function.</p>
<p>There are no limits on the amount of data you can queue, short of
exhaustion of address space. Data from the device will keep queuing as
necessary without further intervention from you. This means you will
eventually run out of memory if you aren't routinely dequeueing data.</p>
<p>Capture devices will not queue data when paused; if you are expecting
to not need captured audio for some length of time, use
SDL_PauseAudioDevice() to stop the capture device from queueing more
data. This can be useful during, say, level loading times. When
unpaused, capture devices will start queueing data from that point,
having flushed any capturable data available while paused.</p>
<p>This function is thread-safe, but dequeueing from the same device from
two threads at once does not promise which thread will dequeued data
first.</p>
<p>You may not dequeue audio from a device that is using an
application-supplied callback; doing so returns an error. You have to use
the audio callback, or dequeue audio with this function, but not both.</p>
<p>You should not call SDL_LockAudio() on the device before queueing; SDL
handles locking internally for this function.</p>
<p>\param dev The device ID from which we will dequeue audio.
\param data A pointer into where audio data should be copied.
\param len The number of bytes (not samples!) to which (data) points.
\return number of bytes dequeued, which could be less than requested.</p>
<p>\sa SDL_GetQueuedAudioSize
\sa SDL_ClearQueuedAudio</p>
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