From ea02630143c9312bab318996874d3e05bfab7453 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Fri, 3 Nov 2023 00:28:05 -0700
Subject: [PATCH] More audio migration clarification
---
docs/README-migration.md | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/docs/README-migration.md b/docs/README-migration.md
index 109c5543fc25..494d69fce426 100644
--- a/docs/README-migration.md
+++ b/docs/README-migration.md
@@ -81,14 +81,14 @@ In SDL2, you might have done something like this to play audio...
...in SDL3, you can do this...
```c
- void SDLCALL MyAudioCallback3(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
+ void SDLCALL MyNewAudioCallback(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
{
/* Calculate a little more audio here, maybe using `userdata`, write it to `stream`
*
- * If you want to reuse the original callback, you could do something like this:
+ * If you want to use the original callback, you could do something like this:
*/
if (additional_amount > 0) {
- Uint16 *data = SDL_stack_alloc(Uint16, additional_amount / sizeof(Uint16));
+ Uint8 *data = SDL_stack_alloc(Uint8, additional_amount);
if (data) {
MyAudioCallback(userdata, data, additional_amount);
SDL_PutAudioStreamData(stream, data, additional_amount);
@@ -99,7 +99,7 @@ In SDL2, you might have done something like this to play audio...
/* ...somewhere near startup... */
const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
- SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback3, &my_audio_callback_user_data);
+ SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyNewAudioCallback, &my_audio_callback_user_data);
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));