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44 >SDL Library Documentation</TH
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81 >Chapter 10. Audio</H1
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93 > -- Audio Specification Structure</DT
96 HREF="sdlopenaudio.html"
98 > -- Opens the audio device with the desired parameters.</DT
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103 > -- Pauses and unpauses the audio callback processing</DT
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107 >SDL_GetAudioStatus</A
108 > -- Get the current audio state</DT
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113 > -- Load a WAVE file</DT
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118 > -- Frees previously opened WAV data</DT
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123 > -- Audio Conversion Structure</DT
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127 >SDL_BuildAudioCVT</A
128 > -- Initializes a SDL_AudioCVT structure for conversion</DT
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133 > -- Convert audio data to a desired audio format.</DT
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138 > -- Mix audio data</DT
141 HREF="sdllockaudio.html"
143 > -- Lock out the callback function</DT
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148 > -- Unlock the callback function</DT
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153 > -- Shuts down audio processing and closes the audio device.</DT
157 >Sound on the computer is translated from waves that you hear into a series of
158 values, or samples, each representing the amplitude of the wave. When these
159 samples are sent in a stream to a sound card, an approximation of the original
160 wave can be recreated. The more bits used to represent the amplitude, and the
161 greater frequency these samples are gathered, the closer the approximated
162 sound is to the original, and the better the quality of sound.</P
164 >This library supports both 8 and 16 bit signed and unsigned sound samples,
165 at frequencies ranging from 11025 Hz to 44100 Hz, depending on the
166 underlying hardware. If the hardware doesn't support the desired audio
167 format or frequency, it can be emulated if desired (See
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176 >A commonly supported audio format is 16 bits per sample at 22050 Hz.</P
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222 >SDL_JoystickClose</TD
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