Renamed SDL_IsAudioDevicePaused() to SDL_AudioDevicePaused()

This aligns with the SDL3 convention of removing "Is" from self-explanatory function names

Also improved some documentation in SDL_audio.h
This commit is contained in:
Sam Lantinga 2023-09-12 12:09:17 -07:00
parent c6cad07faa
commit cd633b9a88
8 changed files with 19 additions and 14 deletions

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@ -148,7 +148,7 @@ SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the d
Audio devices, opened by SDL_OpenAudioDevice(), no longer start in a paused state, as they don't begin processing audio until a stream is bound.
SDL_GetAudioDeviceStatus() has been removed; there is now SDL_IsAudioDevicePaused().
SDL_GetAudioDeviceStatus() has been removed; there is now SDL_AudioDevicePaused().
SDL_QueueAudio(), SDL_DequeueAudio, and SDL_ClearQueuedAudio and SDL_GetQueuedAudioSize() have been removed; an SDL_AudioStream bound to a device provides the exact same functionality.

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@ -309,7 +309,8 @@ extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioCaptureDevices(int *count
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumAudioDevices
* \sa SDL_GetAudioOutputDevices
* \sa SDL_GetAudioCaptureDevices
* \sa SDL_GetDefaultAudioInfo
*/
extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
@ -440,7 +441,7 @@ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ResumeAudioDevice
* \sa SDL_IsAudioDevicePaused
* \sa SDL_AudioDevicePaused
*/
extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
@ -468,7 +469,7 @@ extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ResumeAudioDevice
* \sa SDL_IsAudioDevicePaused
* \sa SDL_AudioDevicePaused
*/
extern DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
@ -491,9 +492,9 @@ extern DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
*
* \sa SDL_PauseAudioDevice
* \sa SDL_ResumeAudioDevice
* \sa SDL_IsAudioDevicePaused
* \sa SDL_AudioDevicePaused
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);
extern DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
/**
* Close a previously-opened audio device.
@ -1089,7 +1090,8 @@ extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
*
* Also unlike other functions, the audio device begins paused. This is to map
* more closely to SDL2-style behavior, and since there is no extra step here
* to bind a stream to begin audio flowing.
* to bind a stream to begin audio flowing. The audio device should be resumed
* with SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
*
* This function works with both playback and capture devices.
*
@ -1123,6 +1125,9 @@ extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetAudioStreamDevice
* \sa SDL_ResumeAudioDevice
*/
extern DECLSPEC SDL_AudioStream *SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);

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@ -1415,7 +1415,7 @@ int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid)
return SetLogicalAudioDevicePauseState(devid, 0);
}
SDL_bool SDL_IsAudioDevicePaused(SDL_AudioDeviceID devid)
SDL_bool SDL_AudioDevicePaused(SDL_AudioDeviceID devid)
{
SDL_LogicalAudioDevice *logdev = ObtainLogicalAudioDevice(devid);
SDL_bool retval = SDL_FALSE;

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@ -885,7 +885,7 @@ SDL3_0.0.0 {
SDL_LoadWAV;
SDL_PauseAudioDevice;
SDL_ResumeAudioDevice;
SDL_IsAudioDevicePaused;
SDL_AudioDevicePaused;
SDL_GetAudioStreamDevice;
SDL_ShowWindowSystemMenu;
SDL_ReadS16LE;

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@ -910,7 +910,7 @@
#define SDL_LoadWAV SDL_LoadWAV_REAL
#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
#define SDL_ResumeAudioDevice SDL_ResumeAudioDevice_REAL
#define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
#define SDL_AudioDevicePaused SDL_AudioDevicePaused_REAL
#define SDL_GetAudioStreamDevice SDL_GetAudioStreamDevice_REAL
#define SDL_ShowWindowSystemMenu SDL_ShowWindowSystemMenu_REAL
#define SDL_ReadS16LE SDL_ReadS16LE_REAL

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@ -954,7 +954,7 @@ SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16LE,(SDL_RWops *a, Sint16 *b),(a,b),return)

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@ -54,7 +54,7 @@ static void loop(void)
}
}
if (!SDL_IsAudioDevicePaused(devid_in)) {
if (!SDL_AudioDevicePaused(devid_in)) {
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
} else {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);

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@ -226,7 +226,7 @@ static void loop(void)
if (e.type == SDL_EVENT_KEY_DOWN) {
SDL_Keycode sym = e.key.keysym.sym;
if (sym == SDLK_q) {
if (SDL_IsAudioDevicePaused(state->audio_id)) {
if (SDL_AudioDevicePaused(state->audio_id)) {
SDL_ResumeAudioDevice(state->audio_id);
} else {
SDL_PauseAudioDevice(state->audio_id);
@ -325,7 +325,7 @@ static void loop(void)
}
draw_textf(rend, 0, draw_y, "%7s, Loop: %3s, Flush: %3s",
SDL_IsAudioDevicePaused(state->audio_id) ? "Paused" : "Playing", auto_loop ? "On" : "Off", auto_flush ? "On" : "Off");
SDL_AudioDevicePaused(state->audio_id) ? "Paused" : "Playing", auto_loop ? "On" : "Off", auto_flush ? "On" : "Off");
draw_y += FONT_LINE_HEIGHT;
draw_textf(rend, 0, draw_y, "Available: %4.2f (%i bytes)", available_seconds, available_bytes);