# HG changeset patch # User Ryan C. Gordon # Date 1006749693 0 # Node ID e91fb8d5bd623f3b4e52fd7d8fd16f7d312ffcbc # Parent a1255c02bab18fa3f7f45e680baae6c0be652a5c Updated Sound_DecodeAll()'s comments. diff -r a1255c02bab1 -r e91fb8d5bd62 SDL_sound.h --- a/SDL_sound.h Mon Nov 26 04:41:18 2001 +0000 +++ b/SDL_sound.h Mon Nov 26 04:41:33 2001 +0000 @@ -405,10 +405,19 @@ * memory before giving up...be sure to use this on finite sound sources * only! * + * When decoding the sample in its entirety, the work is done one buffer at a + * time. That is, sound is decoded in sample->buffer_size blocks, and + * appended to a continually-growing buffer until the decoding completes. + * That means that this function will need enough RAM to hold approximately + * sample->buffer_size bytes plus the complete decoded sample at most. The + * larger your buffer size, the less overhead this function needs, but beware + * the possibility of paging to disk. Best to make this user-configurable if + * the sample isn't specific and small. + * * @param sample Do all decoding for this Sound_Sample. - * @return number of bytes decoded into sample->buffer. If it is less than - * sample->buffer_size, then you should check sample->flags to see - * what the current state of the sample is (EOF, error, read again). + * @return number of bytes decoded into sample->buffer. You should check + * sample->flags to see what the current state of the sample is + * (EOF, error, read again). */ extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample);