Start decoding a new sound sample from a file on disk.
Defined in <SDL3_sound/SDL_sound.h>
Sound_Sample * Sound_NewSampleFromMem(const Uint8 *data,
Uint32 size,
const char *ext,
const SDL_AudioSpec *desired,
Uint32 bufferSize);| const Uint8 * | data | Buffer of data holding contents of an audio file to decode. |
| Uint32 | size | Size, in bytes, of buffer pointed to by (data). |
| const char * | ext | File extension normally associated with a data format. Can usually be NULL. |
| 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 size bytes
of memory referenced by data.
It is safe to call this function from any thread.
This function is available since SDL_sound 1.0.0.