Provided by: allegro5-doc_5.2.3.0-1_all bug




              #include <allegro5/allegro_audio.h>



       An  ALLEGRO_AUDIO_STREAM  object is used to stream generated audio to the sound device, in
       real-time.  This is done by reading from a  buffer,  which  is  split  into  a  number  of
       fragments.   Whenever  a  fragment  has  finished playing, the user can refill it with new

       As with ALLEGRO_SAMPLE_INSTANCE(3alleg5) objects, streams store information necessary  for
       playback, so you may not play the same stream multiple times simultaneously.  Streams also
       need  to  be  attached  to  an  ALLEGRO_MIXER(3alleg5),  which,  eventually,  reaches   an
       ALLEGRO_VOICE(3alleg5) object.

       While  playing,  you must periodically fill fragments with new audio data.  To know when a
       new  fragment  is  ready  to   be   filled,   you   can   either   directly   check   with
       al_get_available_audio_stream_fragments(3alleg5), or listen to events from the stream.

       You   can   register   an   audio   stream   event   source   to   an   event  queue;  see
       al_get_audio_stream_event_source(3alleg5).                                              An
       ALLEGRO_EVENT_AUDIO_STREAM_FRAGMENT(3alleg5) event is generated whenever a new fragment is
       ready.  When you receive an event, use al_get_audio_stream_fragment(3alleg5) to  obtain  a
       pointer  to  the  fragment  to  be  filled.   The  size  and  format are determined by the
       parameters passed to al_create_audio_stream(3alleg5).

       If you're late with supplying new data, the stream  will  be  silent  until  new  data  is
       provided.    You  must  call  al_drain_audio_stream(3alleg5)  when  you're  finished  with
       supplying data to the stream.

       If the stream is created by al_load_audio_stream(3alleg5) then it will  also  generate  an
       ALLEGRO_EVENT_AUDIO_STREAM_FINISHED(3alleg5)  event  if it reaches the end of the file and
       is not set to loop.