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C++: SDL audio callback eventually stops working - Johnnn
https://johnnn.tech/q/c-sdl-audio-callback-eventually-stops-working/
The program keeps going, even without callbacks. At the start, there are a few callbacks without any getAudio calls between them. Note: I already know this question is similar to SDL audio callback stops after two iterations but in my case I am recording audio, and the number of callbacks isn’t fixed.
Play a sound with SDL2 (no SDL_Mixer) · GitHub
https://gist.github.com/armornick/3447121
SDL_PauseAudio (0); // wait until we're don't playing: while ( audio_len > 0) {SDL_Delay (100); } // shut everything down: SDL_CloseAudio (); SDL_FreeWAV (wav_buffer);} // audio callback function // here you have to copy the data of your audio buffer into the // requesting audio buffer (stream) // you should only copy as much as the requested length (len)
SDL2::audio - SDL Audio Functions - metacpan.org
https://metacpan.org/pod/SDL2::audio
SDL offers two ways to feed audio to the device: you can either supply a callback that SDL triggers with some frequency to obtain more audio (pull method), or you can supply no callback, and then SDL will expect you to supply data at regular intervals (push method) with this function.
c++ - SDL - Audio callback function is not called in time ...
https://stackoverflow.com/questions/8850508/sdl-audio-callback-function-is-not-called-in-time-sometimes
My Problem is instead of providing whole wav file through SDL_LoadWAV, I want to pass PCM samples (probably 1024 samples).(Design is like this I will be getting PCM samples) But issue is, callback function is not called in time or calling is delayed which causes the sound to be fitful. I'm not able to syn passing of data to callback function.
SDL_AudioSpec - SDL Wiki
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.
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