+/**
+ * Dequeue more audio on non-callback devices.
+ *
+ * (If you are looking to queue audio for output on a non-callback playback
+ * device, you want SDL_QueueAudio() instead. This will always return 0
+ * if you use it with playback devices.)
+ *
+ * SDL offers two ways to retrieve audio from a capture device: you can
+ * either supply a callback that SDL triggers with some frequency as the
+ * device records more audio data, (push method), or you can supply no
+ * callback, and then SDL will expect you to retrieve data at regular
+ * intervals (pull method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Data from the device will keep queuing as
+ * necessary without further intervention from you. This means you will
+ * eventually run out of memory if you aren't routinely dequeueing data.
+ *
+ * Capture devices will not queue data when paused; if you are expecting
+ * to not need captured audio for some length of time, use
+ * SDL_PauseAudioDevice() to stop the capture device from queueing more
+ * data. This can be useful during, say, level loading times. When
+ * unpaused, capture devices will start queueing data from that point,
+ * having flushed any capturable data available while paused.
+ *
+ * This function is thread-safe, but dequeueing from the same device from
+ * two threads at once does not promise which thread will dequeued data
+ * first.
+ *
+ * You may not dequeue audio from a device that is using an
+ * application-supplied callback; doing so returns an error. You have to use
+ * the audio callback, or dequeue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before queueing; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev The device ID from which we will dequeue audio.
+ * \param data A pointer into where audio data should be copied.
+ * \param len The number of bytes (not samples!) to which (data) points.
+ * \return number of bytes dequeued, which could be less than requested.
+ *
+ * \sa SDL_GetQueuedAudioSize
+ * \sa SDL_ClearQueuedAudio
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
+