mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-23 13:09:11 +00:00
Merge the SDL3 audio subsystem redesign!
This rips up the entire SDL audio subsystem! While we still feed the audio device from a separate thread, the audio callback into the app is now gone a totally optional alternative. Now the app will bind an SDL_AudioStream to a given device and feed data to it. As many streams as one likes can be bound to a device; SDL will mix them all into a single buffer and feed the device from there. So not only does this function as a basic mixer, it also means that multiple device opens are handled seamlessly (so if you want to open the device for your game, but you also link to a library that provides VoIP and it wants to open the device separately, you don't have to worry about stepping on each other, or that the OS will fail to allow multiple opens of the same device, etc). Merged from pull request #7704. Fixes #7379. Reference Issue #6889. Reference Issue #6632.
This commit is contained in:
commit
18c59cc969
87 changed files with 8340 additions and 8236 deletions
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@ -141,22 +141,17 @@ SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Re
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SDL_DYNAPI_PROC(int,SDL_BroadcastCondition,(SDL_Condition *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_ClearComposition,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearError,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearHints,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
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SDL_DYNAPI_PROC(SDL_BlendMode,SDL_ComposeCustomBlendMode,(SDL_BlendFactor a, SDL_BlendFactor b, SDL_BlendOperation c, SDL_BlendFactor d, SDL_BlendFactor e, SDL_BlendOperation f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(SDL_AudioFormat a, Uint8 b, int c, const Uint8 *d, int e, SDL_AudioFormat f, Uint8 g, int h, Uint8 **i, int *j),(a,b,c,d,e,f,g,h,i,j),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertEventToRenderCoordinates,(SDL_Renderer *a, SDL_Event *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertPixels,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(SDL_AudioFormat a, int b, int c, SDL_AudioFormat d, int e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Condition*,SDL_CreateCondition,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
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@ -185,8 +180,6 @@ SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
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SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_Condition *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_Mutex *a),(a),)
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@ -216,7 +209,6 @@ SDL_DYNAPI_PROC(int,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
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@ -249,27 +241,18 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
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SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceSpec,(int a, int b, SDL_AudioSpec *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioDeviceStatus,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamAvailable,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamData,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioFormat *b, int *c, int *d, SDL_AudioFormat *e, int *f, int *g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(char*,SDL_GetBasePath,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return)
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SDL_DYNAPI_PROC(void*,SDL_GetClipboardData,(const char *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, SDL_bool e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetCurrentDisplayMode,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetCurrentDisplayOrientation,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetCurrentRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetDefaultAudioInfo,(char **a, SDL_AudioSpec *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetDesktopDisplayMode,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(float *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetNaturalDisplayOrientation,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAllocations,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAudioDevices,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadMappings,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpads,(SDL_Gamepad *a),(a),return)
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@ -390,7 +371,6 @@ SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),retur
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SDL_DYNAPI_PROC(SDL_Locale*,SDL_GetPreferredLocales,(void),(),return)
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SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetPrimaryDisplay,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetPrimarySelectionText,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersection,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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@ -553,8 +533,6 @@ SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadFile_RW,(SDL_RWops *a, size_t *b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_AudioSpec*,SDL_LoadWAV_RW,(SDL_RWops *a, SDL_bool b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_LockAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_LockMutex,(SDL_Mutex *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_LockRWLockForReading,(SDL_RWLock *a),(a),return)
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@ -578,7 +556,6 @@ SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
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SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_MouseIsHaptic,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidBecomeActive,(void),(),)
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@ -587,22 +564,17 @@ SDL_DYNAPI_PROC(void,SDL_OnApplicationDidReceiveMemoryWarning,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterForeground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillResignActive,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillTerminate,(void),(),)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(const char *a, int b, const SDL_AudioSpec *c, SDL_AudioSpec *d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_OpenGamepad,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_OpenJoystick,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Sensor*,SDL_OpenSensor,(SDL_SensorID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_PlayAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_PollEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_PostSemaphore,(SDL_Semaphore *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_PremultiplyAlpha,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
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SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_QueryTexture,(SDL_Texture *a, Uint32 *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromConstMem,(const void *a, size_t b),(a,b),return)
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@ -662,7 +634,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioFormat b, int c, int d, SDL_AudioFormat e, int f, int g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(int,SDL_SetClipboardData,(SDL_ClipboardDataCallback a, SDL_ClipboardCleanupCallback b, void *c, const char **d, size_t e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetCursor,(SDL_Cursor *a),(a),return)
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@ -751,7 +722,6 @@ SDL_DYNAPI_PROC(int,SDL_TryLockRWLockForReading,(SDL_RWLock *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_TryLockRWLockForWriting,(SDL_RWLock *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_Mutex *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_UnlockRWLock,(SDL_RWLock *a),(a),return)
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@ -950,3 +920,39 @@ SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(size_t,SDL_strnlen,(const char *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromFile,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ReloadGamepadMappings,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioOutputDevices,(int *a),(a),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioCaptureDevices,(int *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetAudioDeviceName,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceFormat,(SDL_AudioDeviceID a, SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(SDL_AudioDeviceID a, const SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(int,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(const SDL_AudioSpec *a, const SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioSpec *b, SDL_AudioSpec *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFormat,(SDL_AudioStream *a, const SDL_AudioSpec *b, const SDL_AudioSpec *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamData,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamAvailable,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_LockAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamGetCallback,(SDL_AudioStream *a, SDL_AudioStreamRequestCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamPutCallback,(SDL_AudioStream *a, SDL_AudioStreamRequestCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAndBindAudioStream,(SDL_AudioDeviceID a, const SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_LoadWAV_RW,(SDL_RWops *a, int b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8 *b, int c, const SDL_AudioSpec *d, Uint8 **e, int *f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_UnpauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamBinding,(SDL_AudioStream *a),(a),return)
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