view docs/man3/SDL_PauseAudio.3 @ 2222:926294b2bb4e

Emphasized the separation between SDL_Surface and SDL_Texture - SDL_Surface is a system memory representation of pixel data - SDL_Texture is a video memory representation of pixel data The concept of SDL_Surface with SDL_HWSURFACE is no longer used. Separated SDL_Texture types by usage rather than memory type - SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data, can be placed in video memory. - SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel data, usually placed in system memory or AGP memory. Optimized the SDL_compat usage of the OpenGL renderer by only using one copy of the framebuffer instead of two.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 11 Aug 2007 20:54:31 +0000
parents e5bc29de3f0a
children 546f7c1eb755
line wrap: on
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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