sdlGetAudioStreamAvailable function

int sdlGetAudioStreamAvailable(
  1. Pointer<SdlAudioStream> stream
)

Get the number of converted/resampled bytes available.

The stream may be buffering data behind the scenes until it has enough to resample correctly, so this number might be lower than what you expect, or even be zero. Add more data or flush the stream if you need the data now.

If the stream has so much data that it would overflow an int, the return value is clamped to a maximum value, but no queued data is lost; if there are gigabytes of data queued, the app might need to read some of it with SDL_GetAudioStreamData before this function's return value is no longer clamped.

\param stream the audio stream to query. \returns the number of converted/resampled bytes available or -1 on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

\since This function is available since SDL 3.1.3.

\sa SDL_GetAudioStreamData \sa SDL_PutAudioStreamData

extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)

Implementation

int sdlGetAudioStreamAvailable(Pointer<SdlAudioStream> stream) {
  final sdlGetAudioStreamAvailableLookupFunction = libSdl3.lookupFunction<
      Int32 Function(Pointer<SdlAudioStream> stream),
      int Function(
          Pointer<SdlAudioStream> stream)>('SDL_GetAudioStreamAvailable');
  return sdlGetAudioStreamAvailableLookupFunction(stream);
}