From 5bdad5210f3bbc2d847953f4430e986dbd5b6791 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Sun, 27 Aug 2023 20:55:12 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
---
include/SDL3/SDL_audio.h | 29 +++++++++++++++--------------
1 file changed, 15 insertions(+), 14 deletions(-)
diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h
index 03ce0240c263..759e13591c7e 100644
--- a/include/SDL3/SDL_audio.h
+++ b/include/SDL3/SDL_audio.h
@@ -1033,19 +1033,19 @@ extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
/**
* Convenience function for straightforward audio init for the common case.
*
- * If all your app intends to do is provide a single source of PCM audio,
- * this function allows you to do all your audio setup in a single call.
+ * If all your app intends to do is provide a single source of PCM audio, this
+ * function allows you to do all your audio setup in a single call.
*
* This is intended to be a clean means to migrate apps from SDL2.
*
* This function will open an audio device, create a stream and bind it.
* Unlike other methods of setup, the audio device will be closed when this
- * stream is destroyed, so the app can treat the returned SDL_AudioStream
- * as the only object needed to manage audio playback.
+ * stream is destroyed, so the app can treat the returned SDL_AudioStream as
+ * the only object needed to manage audio playback.
*
- * Also unlike other functions, the audio device begins paused. This is
- * to map more closely to SDL2-style behavior, and since there is no extra
- * step here to bind a stream to begin audio flowing.
+ * Also unlike other functions, the audio device begins paused. This is to map
+ * more closely to SDL2-style behavior, and since there is no extra step here
+ * to bind a stream to begin audio flowing.
*
* This function works with both playback and capture devices.
*
@@ -1062,18 +1062,19 @@ extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
* capturing). Otherwise, the callback will begin to fire once the device is
* unpaused.
*
- * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT
- * or SDL_AUDIO_DEVICE_DEFAULT_CAPTURE.
+ * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
+ * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE.
* \param spec the audio stream's data format. Required.
- * \param callback A callback where the app will provide new data for playback,
- * or receive new data for capture. Can be NULL, in which case
- * the app will need to call SDL_PutAudioStreamData or
- * SDL_GetAudioStreamData as necessary.
+ * \param callback A callback where the app will provide new data for
+ * playback, or receive new data for capture. Can be NULL, in
+ * which case the app will need to call SDL_PutAudioStreamData
+ * or SDL_GetAudioStreamData as necessary.
* \param userdata App-controlled pointer passed to callback. Can be NULL.
* Ignored if callback is NULL.
* \returns an audio stream on success, ready to use. NULL on error; call
* SDL_GetError() for more information. When done with this stream,
- * call SDL_DestroyAudioStream to free resources and close the device.
+ * call SDL_DestroyAudioStream to free resources and close the
+ * device.
*
* \threadsafety It is safe to call this function from any thread.
*