I'm trying to extend a piece of code that uses the SuperPowered
audio library in an iOS application. In particular, I'm interested in the void playerEventCallback(void *clientData, SuperpoweredAdvancedAudioPlayerEvent event, void *value)
callback, which gets passed a pointer to the managing SuperPowered object when the audio player is created:
SuperpoweredAdvancedAudioPlayer(void *clientData, SuperpoweredAdvancedAudioPlayerCallback callback, unsigned int sampleRate, unsigned char cachedPointCount, unsigned int internalBufferSizeSeconds = 2, unsigned int negativeSeconds = 0);
If I understand the code right, nothing prevents me from modifying this situation for my own purpose, passing, for example, a pointer to an object in an array, which would identify the player that is/was running, instead of the managing SuperPowered object.
Can I do that, or is there a consequence I should be aware of?