From 08b6f6175a9133715db374c0fca9ecc588612bc7 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Mon, 26 May 2025 16:35:37 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_audio.h | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h index b90887d124..8b3da9e266 100644 --- a/include/SDL3/SDL_audio.h +++ b/include/SDL3/SDL_audio.h @@ -1418,9 +1418,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, * A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data. * * When using SDL_PutAudioStreamDataNoCopy() to provide data to an - * SDL_AudioStream, it's not safe to dispose of the data until the stream - * has completely consumed it. Often times it's difficult to know exactly - * when this has happened. + * SDL_AudioStream, it's not safe to dispose of the data until the stream has + * completely consumed it. Often times it's difficult to know exactly when + * this has happened. * * This callback fires once when the stream no longer needs the buffer, * allowing the app to easily free or reuse it. @@ -1459,11 +1459,11 @@ typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, cons * stream if it hasn't been changed. * * An optional callback may be provided, which is called when the stream no - * longer needs the data. Once this callback fires, the stream will not - * access the data again. + * longer needs the data. Once this callback fires, the stream will not access + * the data again. * - * Note that there is still an allocation to store tracking information, - * so this function is more efficient for larger blocks of data. If you're + * Note that there is still an allocation to store tracking information, so + * this function is more efficient for larger blocks of data. If you're * planning to put a few samples at a time, it will be more efficient to use * SDL_PutAudioStreamData(), which allocates and buffers in blocks. *