// Pause or unpause the audio. func PauseAudio(pause_on bool) { if pause_on { C.SDL_PauseAudio(1) } else { C.SDL_PauseAudio(0) } }
// // This function pauses and unpauses the audio callback processing. // It should be called with a parameter of 0 after opening the audio // device to start playing sound. This is so you can safely initialize // data for your callback function after opening the audio device. // Silence will be written to the audio device during the pause. /// func PauseAudio(pause_on bool) { pause := 0 if pause_on { pause = 1 } C.SDL_PauseAudio(C.int(pause)) }
func PauseAudio(p bool) { var cp C.int if p { cp = 1 } C.SDL_PauseAudio(cp) }
func initAudio() { var want C.SDL_AudioSpec want.freq = 44100 want.format = C.AUDIO_S16LSB want.samples = 8096 C.setCallback(&want) C.SDL_OpenAudio(&want, &openedSpec) C.SDL_PauseAudio(0) }
// Pause or unpause the audio. // Unpausing is deferred until a SendAudio function receives some samples. func PauseAudio(pause_on bool) { mutex.Lock() if pause_on != sdlPaused { if pause_on { // Pause SDL audio userPaused = true sdlPaused = true C.SDL_PauseAudio(1) } else { userPaused = false if haveData { // Unpause SDL audio sdlPaused = false C.SDL_PauseAudio(0) } else { // Defer until SendAudio is called } } } mutex.Unlock() }
func sendAudio(data *C.Uint8, numBytes C.size_t) { if numBytes > 0 { mutex.Lock() { haveData = true if (userPaused == false) && (sdlPaused == true) { // Unpause SDL audio sdlPaused = false C.SDL_PauseAudio(0) } } mutex.Unlock() C.callback_fillBuffer(data, numBytes) mutex.Lock() haveData = false mutex.Unlock() } }
// PauseAudio (https://wiki.libsdl.org/SDL_PauseAudio) func PauseAudio(pauseOn int) { C.SDL_PauseAudio(C.int(pauseOn)) }
// PauseAudio (https://wiki.libsdl.org/SDL_PauseAudio) func PauseAudio(pauseOn bool) { C.SDL_PauseAudio(C.int(Btoi(pauseOn))) }
func PauseAudio(pause_on int) { _pause_on := (C.int)(pause_on) C.SDL_PauseAudio(_pause_on) }
func PauseAudio(pause_on bool) { C.SDL_PauseAudio(C.int(bool2int(pause_on))) }