From 116b0ec9772bce6517bc2a8098a5edb57a99b508 Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Thu, 7 Sep 2023 10:45:45 -0400 Subject: [PATCH] include: minor tweak to audio API documentation --- include/SDL3/SDL_audio.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h index 3cc1ce445e..dd7b238293 100644 --- a/include/SDL3/SDL_audio.h +++ b/include/SDL3/SDL_audio.h @@ -349,9 +349,9 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SD * An opened audio device starts out with no audio streams bound. To start * audio playing, bind a stream and supply audio data to it. Unlike SDL2, * there is no audio callback; you only bind audio streams and make sure they - * have data flowing into them (although, as an optional feature, each audio - * stream may have its own callback, which can be used to simulate SDL2's - * semantics). + * have data flowing into them (however, you can simulate SDL2's semantics + * fairly closely by using SDL_OpenAudioDeviceStream instead of this + * function). * * If you don't care about opening a specific device, pass a `devid` of either * `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In