annotate docs/man3/SDL_PauseAudio.3 @ 2661:d38309be5178 gsoc2008_audio_resampling

The windowed sinc filter generation code seems to be working fine. The FIR filtering code is also now working reasonably well. Occasionally the FIR filter will pop, but setting the normalization factor lower seems to help this. I suspect the problem is in the fixed point multiply/add. I also have a hunch the zero stuffing/sample discarding code is not correct, and I'll look at that soon to get it sorted out.
author Aaron Wishnick <schnarf@gmail.com>
date Wed, 02 Jul 2008 08:04:50 +0000
parents 546f7c1eb755
children 1238da4a7112
rev   line source
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents: 55
diff changeset
1 .TH "SDL_PauseAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference"
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
2 .SH "NAME"
2283
546f7c1eb755 Merged revision 3472 from SDL 1.2, fixing bug #493
Sam Lantinga <slouken@libsdl.org>
parents: 181
diff changeset
3 SDL_PauseAudio \- Pauses and unpauses the audio callback processing
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
4 .SH "SYNOPSIS"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
5 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
6 \fB#include "SDL\&.h"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
7 .sp
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
8 \fBvoid \fBSDL_PauseAudio\fP\fR(\fBint pause_on\fR);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
9 .SH "DESCRIPTION"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
10 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
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\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
12 .SH "SEE ALSO"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
13 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
14 \fI\fBSDL_GetAudioStatus\fP\fR, \fI\fBSDL_OpenAudio\fP\fR
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents: 55
diff changeset
15 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58