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c - SDL audio call back not working? - Stack Overflow

    https://stackoverflow.com/questions/19226627/sdl-audio-call-back-not-working
    If you never open the actual audio output device with SDL_OpenAudio(), then there isn't anything actually trying to play audio, so of course there's nothing that calls your buffer-filling callback. If opening the audio device fails, then that's a problem you need to solve. The SDL_LoadWav() calls doesn't open a device, it fills in the spec so you can hand that to …

SDL_AudioSpec - SDL Wiki - Simple DirectMedia Layer

    https://wiki.libsdl.org/SDL_AudioSpec
    The callback must completely initialize the buffer; as of SDL 2.0, this buffer is not initialized before the callback is called. If there is nothing to play, the callback should fill the buffer with silence. With SDL >= 2.0.4 you can choose to avoid callbacks and use SDL_QueueAudio() instead, if you like. Just open your audio device with a NULL callback.

SDL2::audio - SDL Audio Functions - metacpan.org

    https://metacpan.org/pod/SDL2::audio
    ) pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock. Expected parameters include: dev - the <SDL_AudioDeviceID> SDL_CloseAudio( ) This function is a legacy means of closing the audio device. This function is equivalent to calling. SDL_CloseAudioDevice( 1 );

SDL_QueueAudio - SDL Wiki - Simple DirectMedia Layer

    https://wiki.libsdl.org/SDL_QueueAudio
    You should not call SDL_LockAudio() on the device before queueing; SDL handles locking internally for this function. Note that SDL2 does not support planar audio. You will need to resample from planar audio formats into a non-planar one (see SDL_AudioFormat) before queuing audio. Version. This function is available since SDL 2.0.4. Related Functions

Play a sound with SDL2 (no SDL_Mixer) · GitHub

    https://gist.github.com/armornick/3447121
    wav_spec. callback = my_audio_callback; wav_spec. userdata = NULL; // set our global static variables: audio_pos = wav_buffer; // copy sound buffer: audio_len = wav_length; // copy file length /* Open the audio device */ if ( SDL_OpenAudio (&wav_spec, NULL) < 0){fprintf (stderr, " Couldn't open audio: %s \n ", SDL_GetError ()); exit (-1);} /* Start playing */

SDL_GetQueuedAudioSize - SDL Wiki

    https://wiki.libsdl.org/SDL_GetQueuedAudioSize
    You may not queue or dequeue audio on a device that is using an application-supplied callback; calling this function on such a device always returns 0. You have to use the audio callback or queue audio, but not both. You should not call SDL_LockAudio() on the device before querying; SDL handles locking internally for this function. Version

SDL_OpenAudioDevice - SDL Wiki

    https://wiki.libsdl.org/SDL_OpenAudioDevice
    An opened audio device starts out paused, and should be enabled for playing by calling SDL_PauseAudioDevice(devid, 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. The audio callback runs in a separate …

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