SDL_mixer: Sync SDL_mixer wiki -> header (f9209)

From f9209c579e37e295da1590e6f9bce4ada66a30a1 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Sat, 2 Jul 2022 03:52:11 +0000
Subject: [PATCH] Sync SDL_mixer wiki -> header

---
 include/SDL_mixer.h | 42 ++++++++++++++++++++++--------------------
 1 file changed, 22 insertions(+), 20 deletions(-)

diff --git a/include/SDL_mixer.h b/include/SDL_mixer.h
index 27337441..860b252f 100644
--- a/include/SDL_mixer.h
+++ b/include/SDL_mixer.h
@@ -1815,19 +1815,19 @@ extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
 /**
  * Play a new music object, fading in the audio.
  *
- * This will start the new music playing, much like Mix_PlayMusic() will,
- * but will start the music playing at silence and fade in to its normal
- * volume over the specified number of milliseconds.
+ * This will start the new music playing, much like Mix_PlayMusic() will, but
+ * will start the music playing at silence and fade in to its normal volume
+ * over the specified number of milliseconds.
  *
- * If there is already music playing, that music will be halted and the
- * new music object will take its place.
+ * If there is already music playing, that music will be halted and the new
+ * music object will take its place.
  *
  * If `loops` is greater than zero, loop the music that many times. If `loops`
  * is -1, loop "infinitely" (~65000 times).
  *
  * Fading music will change it's volume progressively, as if Mix_VolumeMusic()
- * was called on it (which is to say: you probably shouldn't call Mix_VolumeMusic()
- * on fading music).
+ * was called on it (which is to say: you probably shouldn't call
+ * Mix_VolumeMusic() on fading music).
  *
  * \param music the new music object to play.
  * \param loop the number of times the chunk should loop, -1 to loop (not
@@ -1842,26 +1842,27 @@ extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms)
 /**
  * Play a new music object, fading in the audio, from a starting position.
  *
- * This will start the new music playing, much like Mix_PlayMusic() will,
- * but will start the music playing at silence and fade in to its normal
- * volume over the specified number of milliseconds.
+ * This will start the new music playing, much like Mix_PlayMusic() will, but
+ * will start the music playing at silence and fade in to its normal volume
+ * over the specified number of milliseconds.
  *
- * If there is already music playing, that music will be halted and the
- * new music object will take its place.
+ * If there is already music playing, that music will be halted and the new
+ * music object will take its place.
  *
  * If `loops` is greater than zero, loop the music that many times. If `loops`
  * is -1, loop "infinitely" (~65000 times).
  *
  * Fading music will change it's volume progressively, as if Mix_VolumeMusic()
- * was called on it (which is to say: you probably shouldn't call Mix_VolumeMusic()
- * on fading music).
+ * was called on it (which is to say: you probably shouldn't call
+ * Mix_VolumeMusic() on fading music).
  *
- * This function allows the caller to start the music playback past the beginning
- * of its audio data. You may specify a start position, in seconds, and the playback
- * and fade-in will start there instead of with the first samples of the music.
+ * This function allows the caller to start the music playback past the
+ * beginning of its audio data. You may specify a start position, in seconds,
+ * and the playback and fade-in will start there instead of with the first
+ * samples of the music.
  *
- * An app can specify a `position` of 0.0 to start at the beginning of the music
- * (or just call Mix_FadeInMusic() instead).
+ * An app can specify a `position` of 0.0 to start at the beginning of the
+ * music (or just call Mix_FadeInMusic() instead).
  *
  * To convert from milliseconds, divide by 1000.0.
  *
@@ -1869,7 +1870,8 @@ extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms)
  * \param loop the number of times the chunk should loop, -1 to loop (not
  *             actually) infinitely.
  * \param ms the number of milliseconds to spend fading in.
- * \param position the start position within the music, in seconds, where playback should start.
+ * \param position the start position within the music, in seconds, where
+ *                 playback should start.
  * \returns zero on success, -1 on error.
  *
  * \since This function is available since SDL_mixer 2.0.0.