update SDL3 to 3.2.6.

This commit is contained in:
Sasha Szpakowski
2025-03-02 14:42:35 -04:00
parent 3582488fbc
commit 30709de450
407 changed files with 20390 additions and 5388 deletions
@@ -1,5 +1,5 @@
If you're running this in a web browser, you need to click the window before you'll hear anything!
This example code creates an simple audio stream for playing sound, and
This example code creates a simple audio stream for playing sound, and
generates a sine wave sound effect for it to play as time goes on. This is the
simplest way to get up and running with procedural sound.
@@ -1,5 +1,5 @@
/*
* This example code creates an simple audio stream for playing sound, and
* This example code creates a simple audio stream for playing sound, and
* generates a sine wave sound effect for it to play as time goes on. This
* is the simplest way to get up and running with procedural sound.
*
@@ -69,7 +69,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
A sine wave is unchanging audio--easy to stream--but for video games, you'll want
to generate significantly _less_ audio ahead of time! */
const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
if (SDL_GetAudioStreamAvailable(stream) < minimum_audio) {
if (SDL_GetAudioStreamQueued(stream) < minimum_audio) {
static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
int i;