you might not get a CharInput event back. You could get some not-yet-defined event which happened to occur before the player hit a key. Or, for that matter, a window arrangement event.
</para></note>
<note><para>
It is not generally necessary to put a call to glk_select_poll() in a loop. You usually call glk_select_poll() to update the display or test if an event is available, not to wait for a particular event. However, if you are using sound notification events, and several sounds are playing, it might be important to make sure you knew about all sounds completed at any particular time. You would do this with
you might not get a CharInput event back. You could get some not-yet-defined event which happened to occur before the player hit a key. Or, for that matter, a window arrangement event.
</para></note>
<note><para>
It is not generally necessary to put a call to glk_select_poll() in a loop. You usually call glk_select_poll() to update the display or test if an event is available, not to wait for a particular event. However, if you are using sound notification events, and several sounds are playing, it might be important to make sure you knew about all sounds completed at any particular time. You would do this with