diff --git a/docs/README-migration.md b/docs/README-migration.md index 109c5543fc..494d69fce4 100644 --- a/docs/README-migration.md +++ b/docs/README-migration.md @@ -81,14 +81,14 @@ In SDL2, you might have done something like this to play audio... ...in SDL3, you can do this... ```c - void SDLCALL MyAudioCallback3(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount) + void SDLCALL MyNewAudioCallback(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount) { /* Calculate a little more audio here, maybe using `userdata`, write it to `stream` * - * If you want to reuse the original callback, you could do something like this: + * If you want to use the original callback, you could do something like this: */ if (additional_amount > 0) { - Uint16 *data = SDL_stack_alloc(Uint16, additional_amount / sizeof(Uint16)); + Uint8 *data = SDL_stack_alloc(Uint8, additional_amount); if (data) { MyAudioCallback(userdata, data, additional_amount); SDL_PutAudioStreamData(stream, data, additional_amount); @@ -99,7 +99,7 @@ In SDL2, you might have done something like this to play audio... /* ...somewhere near startup... */ const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 }; - SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback3, &my_audio_callback_user_data); + SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyNewAudioCallback, &my_audio_callback_user_data); SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream)); ```