annotate docs/man3/SDL_PauseAudio.3 @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
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1 .TH "SDL_PauseAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_PauseAudio\- Pauses and unpauses the audio callback processing
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBvoid \fBSDL_PauseAudio\fP\fR(\fBint pause_on\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 This function pauses and unpauses the audio callback processing\&. It should be called with \fBpause_on\fR=0 after opening the audio device to start playing sound\&. This is so you can safely initialize data for your callback function after opening the audio device\&. Silence will be written to the audio device during the pause\&.
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12 .SH "SEE ALSO"
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13 .PP
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14 \fI\fBSDL_GetAudioStatus\fP\fR, \fI\fBSDL_OpenAudio\fP\fR
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15 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58