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Minor documentation fix.
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@@ -1618,10 +1618,10 @@ decoded, meaning the raw file data will be stored in memory, and then dynamicall
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memory, use the `MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_DECODE` flag. By default, the sound file will
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memory, use the `MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_DECODE` flag. By default, the sound file will
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be loaded synchronously, meaning `ma_resource_manager_data_source_init()` will only return after
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be loaded synchronously, meaning `ma_resource_manager_data_source_init()` will only return after
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the entire file has been loaded. This is good for simplicity, but can be prohibitively slow. You
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the entire file has been loaded. This is good for simplicity, but can be prohibitively slow. You
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can instead load the sound asynchronously using the `MA_DATA_SOURCE_ASYNC` flag. This will result
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can instead load the sound asynchronously using the `MA_RESOURCE_MANAGER_DATA_SOURCE_ASYNC` flag.
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in `ma_resource_manager_data_source_init()` returning quickly, but no data will be returned by
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This will result in `ma_resource_manager_data_source_init()` returning quickly, but no data will be
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`ma_data_source_read_pcm_frames()` until some data is available. When no data is available because
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returned by `ma_data_source_read_pcm_frames()` until some data is available. When no data is
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the asynchronous decoding hasn't caught up, `MA_BUSY` will be returned by
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available because the asynchronous decoding hasn't caught up, `MA_BUSY` will be returned by
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`ma_data_source_read_pcm_frames()`.
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`ma_data_source_read_pcm_frames()`.
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For large sounds, it's often prohibitive to store the entire file in memory. To mitigate this, you
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For large sounds, it's often prohibitive to store the entire file in memory. To mitigate this, you
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