ALLEGRO_SAMPLE_ID(3alleg5)
π ALLEGRO_SAMPLE_ID π
okay bestie, welcome to the Allegro 5 API manual, the audio edition π§β¨ pull up a chair, we're talking about one lil struct that's lowkey the receipts for your sound effects.
β¨ NAME β¨
ALLEGRO_SAMPLE_ID β the Allegro 5 API's way of saying "yeah I remember that sample, I got you" π«Ά
πΈ SYNOPSIS πΈ
#include <allegro5/allegro_audio.h>
typedef struct ALLEGRO_SAMPLE_ID ALLEGRO_SAMPLE_ID;
like, that's the whole thing. one include, one typedef. iconic behaviour honestly π
π¦ DESCRIPTION π¦
so an ALLEGRO_SAMPLE_ID is basically a little name tag for a sample that's currently being played, and the way it gets played is through al_play_sample(3alleg5) β that's the function that hands you one of these bad boys back π
and the whole point? you hold onto it so you can later stop that exact sample with al_stop_sample(3alleg5). no cap, that's its entire job. it's giving "I'll find you again" energy π
oh and if you ever need to get at the actual underlying ALLEGRO_SAMPLE_INSTANCE hiding underneath it, you can extract it using al_lock_sample_id(3alleg5). mystery unlocked πβ¨
ngl this struct is tiny but it's doing main character work: play β hold the id β stop. that's the whole arc. periodt. π
alright that's the page, bestie β stay slay and keep your sample ids safe ππ
this was the Allegro reference manual, section 3alleg5, brought to you with love and way too many emoji πβ¨
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