More SDL_mixer questions

I dont scan whole code, so I ask this: SDL_mixer loads whole audio file in
memory and after plays this file, or load the file part-part and play
part-part?

I load my files from my C++ stream classes, so the
Mix_Music *Mix_LoadMUS(const char *file)
is useless for me.
For
Mix_Chunk *Mix_LoadWAV(char *file) (useless for me)
there is
Mix_Chunk *Mix_LoadWAV_RW(SDL_RWops *src, int freesrc) (usefull for
me)

for
Mix_Music *Mix_LoadMUS(const char *file)
I dont see anything in manual.

What I can do?

I believe audio files (wav, voc, etc) are loaded in their entirety
before playing, “music files” (mp3, ogg, midi) are streamed from the
RWops as needed.

If you need finer-grained control on all files, you might want to look
into SDL_sound (http://icculus.org/SDL_sound/), and gluing it to
SDL_mixer…there was a patch floating around for that at one point.

–ryan.On Mon, 2004-03-08 at 17:51, <- Chameleon -> wrote:

I dont scan whole code, so I ask this: SDL_mixer loads whole audio file in
memory and after plays this file, or load the file part-part and play
part-part?