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I’d like to stream sounds using SDL_Mixer for a video application. More
precisely, I’d like to continually add samples to the end of a channel
while playback is progressing (or something similar). As far as I can
see, SDL_Mixer doesn’t support this at the moment, but I might be able
to find the time to add the necessary code. From my limited
understanding of the API, it would either be possible to queue chunks on
Mix_QueueChunk(int channel, Mix_Chunk *chunk, int loops);
or to add samples to a running chunk:
Mix_Append_RAW(Uint8 *mem, Uint length);
At the moment, I’m leaning towards the first interface, since underrun
behaviour is clearer and there’s probably less copying of data involved.
Any thoughts? Is this feasible and wanted? Which interface is preferred?
One of these two or something different? Any ideas on implementation
details/things I should watch out for?
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