Start decoding a new sound sample from a file on disk.
Defined in <SDL3_sound/SDL_sound.h>
Sound_Sample * Sound_NewSampleFromFile(const char *filename,
const SDL_AudioSpec *desired,
Uint32 bufferSize);| const char * | filename | file containing sound data. |
| const SDL_AudioSpec * | desired | Format to convert sound data into. Can usually be NULL, if you don't need conversion. |
| Uint32 | bufferSize | size, in bytes, of initial read buffer. |
(Sound_Sample *) Returns Sound_Sample pointer, which is used as a handle to several other SDL_sound APIs. NULL on error. If error, use Sound_GetError() to see what went wrong.
This is identical to Sound_NewSample(),
but it creates an SDL_IOStream for you from the file located in
filename. Note that filename is specified in
platform-dependent notation. ("C:\music\mysong.mp3" on Windows, and
"/home/icculus/music/mysong.mp3" or whatever on Unix, etc.)
Sound_NewSample()'s "ext" parameter is
gleaned from the contents of filename.
It is safe to call this function from any thread.
This function is available since SDL_sound 1.0.0.