1ALLEGRO_AUDIO_STREAM(3) Library Functions Manual ALLEGRO_AUDIO_STREAM(3)
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6 ALLEGRO_AUDIO_STREAM
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9 #include <allegro5/allegro_audio.h>
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11 typedef struct ALLEGRO_AUDIO_STREAM ALLEGRO_AUDIO_STREAM;
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14 An ALLEGRO_AUDIO_STREAM object is used to stream generated audio to the
15 sound device, in real-time. This is done by reading from a buffer,
16 which is split into a number of fragments. Whenever a fragment has
17 finished playing, the user can refill it with new data.
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19 As with ALLEGRO_SAMPLE_INSTANCE(3) objects, streams store information
20 necessary for playback, so you may not play the same stream multiple
21 times simultaneously. Streams also need to be attached to an ALLE‐
22 GRO_VOICE(3) object, or to an ALLEGRO_MIXER(3) object which, eventu‐
23 ally, reaches an ALLEGRO_VOICE object.
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25 While playing, you must periodically fill fragments with new audio
26 data. To know when a new fragment is ready to be filled, you can
27 either directly check with al_get_available_audio_stream_fragments(3),
28 or listen to events from the stream.
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30 You can register an audio stream event source to an event queue; see
31 al_get_audio_stream_event_source(3). An ALLE‐
32 GRO_EVENT_AUDIO_STREAM_FRAGMENT event is generated whenever a new frag‐
33 ment is ready. When you receive an event, use
34 al_get_audio_stream_fragment(3) to obtain a pointer to the fragment to
35 be filled. The size and format are determined by the parameters passed
36 to al_create_audio_stream(3).
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38 If you're late with supplying new data, the stream will be silent until
39 new data is provided. You must call al_drain_audio_stream(3) when
40 you're finished with supplying data to the stream.
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42 If the stream is created by al_load_audio_stream(3) then it can also
43 generate an ALLEGRO_EVENT_AUDIO_STREAM_FINISHED event if it reaches the
44 end of the file and is not set to loop.
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48Allegro reference manual ALLEGRO_AUDIO_STREAM(3)