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Sync SDL3 wiki -> header
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@ -33,7 +33,7 @@
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* even if the data format changes on either side halfway through.
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* even if the data format changes on either side halfway through.
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*
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*
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* An app opens an audio device and binds any number of audio streams to it,
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* An app opens an audio device and binds any number of audio streams to it,
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* feeding more data to the streams as available. When the devices needs more
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* feeding more data to the streams as available. When the device needs more
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* data, it will pull it from all bound streams and mix them together for
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* data, it will pull it from all bound streams and mix them together for
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* playback.
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* playback.
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*
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*
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@ -67,6 +67,22 @@
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* keep playing; the app doesn't even have to know it happened if it doesn't
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* keep playing; the app doesn't even have to know it happened if it doesn't
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* want to.
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* want to.
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*
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*
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* ## Simplified audio
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*
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* As a simplified model for when a single source of audio is all that's
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* needed, an app can use SDL_OpenAudioDeviceStream, which is a single
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* function to open an audio device, create an audio stream, bind that stream
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* to the newly-opened device, and (optionally) provide a callback for
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* obtaining audio data. When using this function, the primary interface is
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* the SDL_AudioStream and the device handle is mostly hidden away; destroying
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* a stream created through this function will also close the device, stream
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* bindings cannot be changed, etc. One other quirk of this is that the device
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* is started in a _paused_ state and must be explicitly resumed; this is
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* partially to offer a clean migration for SDL2 apps and partially because
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* the app might have to do more setup before playback begins; in the
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* non-simplified form, nothing will play until a stream is bound to a device,
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* so they start _unpaused_.
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*
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* ## Channel layouts
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* ## Channel layouts
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*
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*
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* Audio data passing through SDL is uncompressed PCM data, interleaved. One
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* Audio data passing through SDL is uncompressed PCM data, interleaved. One
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