Mercurial > sdl-ios-xcode
view docs/man3/SDL_PauseAudio.3 @ 860:2bac79e27868
Create a 2D window and then manually focus a different window on your desktop,
call SDL_PumpEvents() so the X11 driver sets its this->hidden->switch_waiting,
then set a fullscreen OpenGL window (which makes the X11 driver tear down and
create a new window instead of just resizing the existing one), poll for
events, and the newly-created window will think it needs to pop back to a
window. Fixed by resetting switch_waiting to zero if X11_CreateWindow() had
to tear down a previous window.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 26 Feb 2004 15:12:51 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_PauseAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" .SH "NAME" SDL_PauseAudio\- Pauses and unpauses the audio callback processing .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBvoid \fBSDL_PauseAudio\fP\fR(\fBint pause_on\fR); .SH "DESCRIPTION" .PP 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\&. .SH "SEE ALSO" .PP \fI\fBSDL_GetAudioStatus\fP\fR, \fI\fBSDL_OpenAudio\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58