Provided by: liballegro-doc_4.2.2-3_all bug


       get_audio_stream_buffer  -  Tells  you if you need to fill the audiostream or not. Allegro
       game programming library.


       #include <allegro.h>

       void *get_audio_stream_buffer(AUDIOSTREAM *stream);


       You must call this function at regular intervals while an  audio  stream  is  playing,  to
       provide the next buffer of sample data (the smaller the stream buffer size, the more often
       it must be called). This function should not be called from a timer handler. Example:

          void *mem_chunk;
          while (TRUE) {
             mem_chunk = get_audio_stream_buffer(buffer);
             if (mem_chunk != NULL) {
                /* Refill the stream buffer. */


       If it returns NULL, the stream is still playing the previous lot of  data,  so  you  don't
       need  to do anything. If it returns a value, that is the location of the next buffer to be
       played, and you should load the appropriate number of samples (however many you  specified
       when  creating the stream) to that address, for example using an fread() from a disk file.
       After filling the buffer with data, call free_audio_stream_buffer() to indicate  that  the
       new data is now valid.


       play_audio_stream(3alleg), free_audio_stream_buffer(3alleg), exstream(3alleg)