view docs/html/sdlpauseaudio.html @ 970:fb8b91365766

Date: Tue, 19 Oct 2004 23:04:58 -0700 From: "Trevor Scroggins" Subject: [SDL] [PATCH] DirectX and SDL_WINDOWID Hack Hello, all. The IDirectInputDevice2_SetCooperativeLevel call in SDL_dx5events.c expects to be passed a root-level HWND. More often than not, a child window is used with the SDL_WINDOWID hack, causing the IDirectInputDevice2_SetCooperativeLevel call to fail. This is a small patch to SDL_dx5events.c v1.21 that fixes the problem by retrieving a handle to the root-level ancestor of the current SDL_Window and passing that handle to IDirectInputDevice2_SetCooperativeLevel.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 12 Nov 2004 23:14:47 +0000
parents 355632dca928
children
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>SDL_PauseAudio</H1
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><H2
>Name</H2
>SDL_PauseAudio&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DIV
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><PRE
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>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_PauseAudio</B
></CODE
>(int pause_on);</CODE
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><H2
>Description</H2
><P
>This function pauses and unpauses the audio callback processing.
It should be called with <TT
CLASS="PARAMETER"
><I
>pause_on</I
></TT
>=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.</P
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><TT
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>SDL_GetAudioStatus</TT
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>,
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><TT
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>SDL_OpenAudio</TT
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