view docs/man3/SDL_MixAudio.3 @ 1525:23a347cfbed8

Fixed bug #38 I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000. Here's the setup: my game starts in a window, with SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The mouse cursor is outside of the window when the game launches, and when the window appears the cursor is grabbed and placed at the top left corner of the inside of the game window. At this point, if I click the mouse without moving it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author Sam Lantinga <slouken@libsdl.org>
date Tue, 14 Mar 2006 06:00:30 +0000
parents e5bc29de3f0a
children 546f7c1eb755
line wrap: on
line source

.TH "SDL_MixAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_MixAudio\- Mix audio data
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBvoid \fBSDL_MixAudio\fP\fR(\fBUint8 *dst, Uint8 *src, Uint32 len, int volume\fR);
.SH "DESCRIPTION"
.PP
This function takes two audio buffers of \fBlen\fR bytes each of the playing audio format and mixes them, performing addition, volume adjustment, and overflow clipping\&. The \fBvolume\fR ranges from 0 to \fBSDL_MIX_MAXVOLUME\fP and should be set to the maximum value for full audio volume\&. Note this does not change hardware volume\&. This is provided for convenience -- you can mix your own audio data\&.
.PP
.RS
\fBNote:  
.PP
Do not use this function for mixing together more than two streams of sample data\&. The output from repeated application of this function may be distorted by clipping, because there is no accumulator with greater range than the input (not to mention this being an inefficient way of doing it)\&. Use mixing functions from SDL_mixer, OpenAL, or write your own mixer instead\&.
.RE
.SH "SEE ALSO"
.PP
\fI\fBSDL_OpenAudio\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58