SDL Library Documentation
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# Audio Examples

## Opening the audio device

        SDL_AudioSpec wanted;
        extern void fill_audio(void *udata, Uint8 *stream, int len);

        /* Set the audio format */
        wanted.freq = 22050;
        wanted.format = AUDIO_S16;
        wanted.channels = 2;    /* 1 = mono, 2 = stereo */
        wanted.samples = 1024;  /* Good low-latency value for callback */
        wanted.callback = fill_audio;
        wanted.userdata = NULL;

        /* Open the audio device, forcing the desired format */
        if ( SDL_OpenAudio(&wanted, NULL) < 0 ) {
            fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
            return(-1);
        }
        return(0);

## Playing audio

        static Uint8 *audio_chunk;
        static Uint32 audio_len;
        static Uint8 *audio_pos;

        /* The audio function callback takes the following parameters:
           stream:  A pointer to the audio buffer to be filled
           len:     The length (in bytes) of the audio buffer
        */
        void fill_audio(void *udata, Uint8 *stream, int len)
        {
            /* Only play if we have data left */
            if ( audio_len == 0 )
                return;

            /* Mix as much data as possible */
            len = ( len > audio_len ? audio_len : len );
            SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME)
            audio_pos += len;
            audio_len -= len;
        }

        /* Load the audio data ... */

        ;;;;;

        audio_pos = audio_chunk;

        /* Let the callback function play the audio chunk */
        SDL_PauseAudio(0);

        /* Do some processing */

        ;;;;;

        /* Wait for sound to complete */
        while ( audio_len > 0 ) {
            SDL_Delay(100);         /* Sleep 1/10 second */
        }
        SDL_CloseAudio();

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