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QuickReference

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// SDL3_sound API Quick Reference
//
// https://icculus.org/SDL_sound/
//
// The latest version of this document can be found at https://wiki.libsdl.org/SDL3_sound/QuickReference
// Based on SDL_sound version 3.0.0
//
// This can be useful in an IDE with search and syntax highlighting.
//
// Original idea for this document came from Dan Bechard (thanks!)
// ASCII art generated by: https://patorjk.com/software/taag/#p=display&f=ANSI%20Shadow (with modified 'S' for readability)


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#define SDL_SOUND_MAJOR_VERSION                                                                                                           // The current major version of the SDL_sound headers.
#define SDL_SOUND_MINOR_VERSION                                                                                                           // The current minor version of the SDL_sound headers.
#define SDL_SOUND_MICRO_VERSION                                                                                                           // The current micro (or patchlevel) version of the SDL_sound headers.
#define SDL_SOUND_VERSION                                                                                                                 // This is the version number macro for the current SDL_sound version.
#define SDL_SOUND_VERSION_ATLEAST(X, Y, Z)                                                                                                // This macro will evaluate to true if compiled with SDL_net at least X.Y.Z.
int Sound_Version(void);                                                                                                                  // This function gets the version of the dynamically linked SDL_sound library.
int Sound_Init(void);                                                                                                                     // Initialize SDL_sound.
int Sound_Quit(void);                                                                                                                     // Shutdown SDL_sound.
const Sound_DecoderInfo ** Sound_AvailableDecoders(void);                                                                                 // Get a list of sound formats supported by this version of SDL_sound.
const char * Sound_GetError(void);                                                                                                        // Get the last SDL_sound error message as a null-terminated string.
void Sound_ClearError(void);                                                                                                              // Clear the current error message.
Sound_Sample * Sound_NewSample(SDL_IOStream *io, const char *ext, const SDL_AudioSpec *desired, Uint32 bufferSize);                       // Start decoding a new sound sample.
Sound_Sample * Sound_NewSampleFromMem(const Uint8 *data, Uint32 size, const char *ext, const SDL_AudioSpec *desired, Uint32 bufferSize);  // Start decoding a new sound sample from a file on disk.
Sound_Sample * Sound_NewSampleFromFile(const char *filename, const SDL_AudioSpec *desired, Uint32 bufferSize);                            // Start decoding a new sound sample from a file on disk.
void Sound_FreeSample(Sound_Sample *sample);                                                                                              // Dispose of a Sound_Sample.
Sint32 Sound_GetDuration(Sound_Sample *sample);                                                                                           // Retrieve total play time of sample, in milliseconds.
int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size);                                                                           // Change the current buffer size for a sample.
Uint32 Sound_Decode(Sound_Sample *sample);                                                                                                // Decode more of the sound data in a Sound_Sample.
Uint32 Sound_DecodeAll(Sound_Sample *sample);                                                                                             // Decode the remainder of the sound data in a Sound_Sample.
int Sound_Rewind(Sound_Sample *sample);                                                                                                   // Rewind a sample to the start.
int Sound_Seek(Sound_Sample *sample, Uint32 ms);                                                                                          // Seek to a different point in a sample.

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