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NAME

       get_audio_stream_buffer - Tells you if you need to fill the audiostream
       or not. Allegro game programming library.

SYNOPSIS

       #include <allegro.h>

       void *get_audio_stream_buffer(AUDIOSTREAM *stream);

DESCRIPTION

       You must call this function at regular intervals while an audio  stream
       is  playing, to provide the next buffer of sample data (the smaller the
       stream buffer size, the more often it must be  called).  This  function
       should not be called from a timer handler. Example:

          void *mem_chunk;
          ...
          while (TRUE) {
             ...
             mem_chunk = get_audio_stream_buffer(buffer);
             if (mem_chunk != NULL) {
                /* Refill the stream buffer. */
             }
          }

RETURN VALUE

       If  it  returns  NULL,  the stream is still playing the previous lot of
       data, so you don't need to do anything. If it returns a value, that  is
       the  location  of the next buffer to be played, and you should load the
       appropriate number of samples (however many you specified when creating
       the  stream)  to that address, for example using an fread() from a disk
       file.     After    filling    the    buffer     with     data,     call
       free_audio_stream_buffer()  to indicate that the new data is now valid.

SEE ALSO

       play_audio_stream(3alleg),            free_audio_stream_buffer(3alleg),
       exstream(3alleg)