Re: SDL_QueueAudio underrun
David Olofson <[email protected]>
| Newsgroups | gmane.comp.lib.sdl |
|---|---|
| Message-ID | <CAAcqxQoyTjDa6d92kHBiSgMFpnq1Tk-0Q2XSLXCASg3qHEnsPA@mail.gmail.com> |
On Thu, Oct 20, 2016 at 12:42 AM, Timothy Macintyre <[email protected]> wrote: [...] > else { > SDL_ClearQueuedAudio(dev); > } As I understand it, this will discard anything that hasn't already been sent to the underlying audio API, which is probably what's causing glitches. When there's enough in the queue, you're not supposed to do anything at all. :-) -- //David Olofson - Consultant, Developer, Artist, Open Source Advocate .--- Games, examples, libraries, scripting, sound, music, graphics ---. | http://consulting.olofson.net http://olofsonarcade.com | '---------------------------------------------------------------------'