loadIo static method
Load a supported audio format into a music object.
SDL_mixer has two separate data structures for audio data. One it calls a "chunk," which is meant to be a file completely decoded into memory up front, and the other it calls "music" which is a file intended to be decoded on demand. Originally, simple formats like uncompressed WAV files were meant to be chunks and compressed things, like MP3s, were meant to be music, and you would stream one thing for a game's music and make repeating sound effects with the chunks.
In modern times, this isn't split by format anymore, and most are interchangeable, so the question is what the app thinks is worth predecoding or not. Chunks might take more memory, but once they are loaded won't need to decode again, whereas music always needs to be decoded on the fly. Also, crucially, there are as many channels for chunks as the app can allocate, but SDL_mixer only offers a single "music" channel.
If closeio
is true, the IOStream will be closed before returning, whether
this function succeeds or not. SDL_mixer reads everything it needs from the
IOStream during this call in any case.
As a convenience, there is a function to read files from disk without
having to deal with SDL_IOStream: Mix_LoadMUS("filename.mp3")
will manage
those details for you.
This function attempts to guess the file format from incoming data. If the caller knows the format, or wants to force it, it should use Mix_LoadMUSType_IO() instead.
When done with this music, the app should dispose of it with a call to Mix_FreeMusic().
\param src an SDL_IOStream that data will be read from. \param closeio true to close the SDL_IOStream before returning, false to leave it open. \returns a new music object, or NULL on error.
\since This function is available since SDL_mixer 3.0.0.
\sa Mix_FreeMusic
extern SDL_DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_IO(SDL_IOStream *src, bool closeio)
Implementation
static Pointer<MixMusic> loadIo(Pointer<SdlIoStream> src, bool closeio) {
return mixLoadMusIo(src, closeio);
}