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rust-sdl2/sdl2_sys/fn.SDL_OpenAudio.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_OpenAudio` fn in crate `sdl2_sys`."><meta name="keywords" content="rust, rustlang, rust-lang, SDL_OpenAudio"><title>sdl2_sys::SDL_OpenAudio - 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_OpenAudio', 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#3042' 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_OpenAudio</a></span></h1><pre class='rust fn'>pub unsafe extern &quot;C&quot; fn SDL_OpenAudio(<br>&nbsp;&nbsp;&nbsp;&nbsp;desired: *mut <a class="struct" href="../sdl2_sys/struct.SDL_AudioSpec.html" title="struct sdl2_sys::SDL_AudioSpec">SDL_AudioSpec</a>, <br>&nbsp;&nbsp;&nbsp;&nbsp;obtained: *mut <a class="struct" href="../sdl2_sys/struct.SDL_AudioSpec.html" title="struct sdl2_sys::SDL_AudioSpec">SDL_AudioSpec</a><br>) -&gt; <a class="type" href="../libc/unix/type.c_int.html" title="type libc::unix::c_int">c_int</a></pre><div class='docblock'><p>This function opens the audio device with the desired parameters, and
returns 0 if successful, placing the actual hardware parameters in the
structure pointed to by \c obtained. If \c obtained is NULL, the audio
data passed to the callback function will be guaranteed to be in the
requested format, and will be automatically converted to the hardware
audio format if necessary. This function returns -1 if it failed
to open the audio device, or couldn't set up the audio thread.</p>
<p>When filling in the desired audio spec structure,</p>
<ul>
<li>\c desired-&gt;freq should be the desired audio frequency in samples-per-
second.</li>
<li>\c desired-&gt;format should be the desired audio format.</li>
<li>\c desired-&gt;samples is the desired size of the audio buffer, in
samples. This number should be a power of two, and may be adjusted by
the audio driver to a value more suitable for the hardware. Good values
seem to range between 512 and 8096 inclusive, depending on the
application and CPU speed. Smaller values yield faster response time,
but can lead to underflow if the application is doing heavy processing
and cannot fill the audio buffer in time. A stereo sample consists of
both right and left channels in LR ordering.
Note that the number of samples is directly related to time by the
following formula: \code ms = (samples*1000)/freq \endcode</li>
<li>\c desired-&gt;size is the size in bytes of the audio buffer, and is
calculated by SDL_OpenAudio().</li>
<li>\c desired-&gt;silence is the value used to set the buffer to silence,
and is calculated by SDL_OpenAudio().</li>
<li>\c desired-&gt;callback should be set to a function that will be called
when the audio device is ready for more data. It is passed a pointer
to the audio buffer, and the length in bytes of the audio buffer.
This function usually runs in a separate thread, and so you should
protect data structures that it accesses by calling SDL_LockAudio()
and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
pointer here, and call SDL_QueueAudio() with some frequency, to queue
more audio samples to be played (or for capture devices, call
SDL_DequeueAudio() with some frequency, to obtain audio samples).</li>
<li>\c desired-&gt;userdata is passed as the first parameter to your callback
function. If you passed a NULL callback, this value is ignored.</li>
</ul>
<p>The audio device starts out playing silence when it's opened, and should
be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
for your audio callback function to be called. Since the audio driver
may modify the requested size of the audio buffer, you should allocate
any local mixing buffers after you open the audio device.</p>
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