###### (This function is part of SDL_sound, a separate library from SDL.) # Sound_Sample Represents sound data in the process of being decoded. ## Header File Defined in [](https://github.com/icculus/SDL_sound/blob/main/include/SDL3_sound/SDL_sound.h) ## Syntax ```c typedef struct Sound_Sample { void *opaque; /**< Internal use only. Don't touch. */ const Sound_DecoderInfo *decoder; /**< Decoder used for this sample. */ SDL_AudioSpec desired; /**< Desired audio format for conversion. */ SDL_AudioSpec actual; /**< Actual audio format of sample. */ void *buffer; /**< Decoded sound data lands in here. */ Uint32 buffer_size; /**< Current size of (buffer), in bytes (Uint8). */ Sound_SampleFlags flags; /**< Flags relating to this sample. */ } Sound_Sample; ``` ## Remarks The [Sound_Sample](Sound_Sample) structure is the heart of SDL_sound. This holds information about a source of sound data as it is being decoded. EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to change them. ## Version This struct is available since SDL_sound 1.0.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIStruct](CategoryAPIStruct), [CategorySDLSound](CategorySDLSound)