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Merged 'default' into branch 'iOS-improvements'
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@@ -25,41 +25,6 @@
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* Main include header for the SDL library
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*/
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/**
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* \mainpage Simple DirectMedia Layer (SDL)
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*
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* http://www.libsdl.org/
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*
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* \section intro_sec Introduction
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*
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* Simple DirectMedia Layer is a cross-platform development library designed
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* to provide low level access to audio, keyboard, mouse, joystick, and
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* graphics hardware via OpenGL and Direct3D. It is used by video playback
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* software, emulators, and popular games including Valve's award winning
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* catalog and many Humble Bundle games.
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*
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* SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
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* Support for other platforms may be found in the source code.
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*
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* SDL is written in C, works natively with C++, and there are bindings
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* available for several other languages, including C# and Python.
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*
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* This library is distributed under the zlib license, which can be found
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* in the file "COPYING.txt".
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*
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* The best way to learn how to use SDL is to check out the header files in
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* the "include" subdirectory and the programs in the "test" subdirectory.
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* The header files and test programs are well commented and always up to date.
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* More documentation and FAQs are available online at:
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* http://wiki.libsdl.org/
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*
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* If you need help with the library, or just want to discuss SDL related
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* issues, you can join the developers mailing list:
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* http://www.libsdl.org/mailing-list.php
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*
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* Enjoy!
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* Sam Lantinga (slouken@libsdl.org)
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*/
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#ifndef _SDL_H
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#define _SDL_H
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@@ -141,16 +141,13 @@ extern DECLSPEC SDL_assert_state SDLCALL SDL_ReportAssertion(SDL_assert_data *,
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#define SDL_enabled_assert(condition) \
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do { \
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while ( !(condition) ) { \
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static struct SDL_assert_data assert_data = { \
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static struct SDL_assert_data sdl_assert_data = { \
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0, 0, #condition, 0, 0, 0, 0 \
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}; \
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const SDL_assert_state state = SDL_ReportAssertion(&assert_data, \
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SDL_FUNCTION, \
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SDL_FILE, \
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SDL_LINE); \
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if (state == SDL_ASSERTION_RETRY) { \
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const SDL_assert_state sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
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if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
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continue; /* go again. */ \
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} else if (state == SDL_ASSERTION_BREAK) { \
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} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
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SDL_TriggerBreakpoint(); \
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} \
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break; /* not retrying. */ \
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@@ -155,6 +155,9 @@ typedef Uint16 SDL_AudioFormat;
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*
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* Once the callback returns, the buffer will no longer be valid.
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* Stereo samples are stored in a LRLRLR ordering.
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*
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* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
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* you like. Just open your audio device with a NULL callback.
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*/
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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int len);
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@@ -171,8 +174,8 @@ typedef struct SDL_AudioSpec
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Uint16 samples; /**< Audio buffer size in samples (power of 2) */
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Uint16 padding; /**< Necessary for some compile environments */
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Uint32 size; /**< Audio buffer size in bytes (calculated) */
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SDL_AudioCallback callback;
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void *userdata;
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SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
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void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
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} SDL_AudioSpec;
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@@ -273,9 +276,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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* to the audio buffer, and the length in bytes of the audio buffer.
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* This function usually runs in a separate thread, and so you should
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* protect data structures that it accesses by calling SDL_LockAudio()
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* and SDL_UnlockAudio() in your code.
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* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
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* pointer here, and call SDL_QueueAudio() with some frequency, to queue
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* more audio samples to be played.
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* - \c desired->userdata is passed as the first parameter to your callback
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* function.
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* function. If you passed a NULL callback, this value is ignored.
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*
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* The audio device starts out playing silence when it's opened, and should
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* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
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@@ -474,6 +479,100 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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SDL_AudioFormat format,
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Uint32 len, int volume);
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/**
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* Queue more audio on non-callback devices.
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*
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* SDL offers two ways to feed audio to the device: you can either supply a
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* callback that SDL triggers with some frequency to obtain more audio
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* (pull method), or you can supply no callback, and then SDL will expect
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* you to supply data at regular intervals (push method) with this function.
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*
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* There are no limits on the amount of data you can queue, short of
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* exhaustion of address space. Queued data will drain to the device as
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* necessary without further intervention from you. If the device needs
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* audio but there is not enough queued, it will play silence to make up
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* the difference. This means you will have skips in your audio playback
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* if you aren't routinely queueing sufficient data.
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*
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* This function copies the supplied data, so you are safe to free it when
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* the function returns. This function is thread-safe, but queueing to the
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* same device from two threads at once does not promise which buffer will
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* be queued first.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; doing so returns an error. You have to use the audio callback
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* or queue audio with this function, but not both.
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*
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* You should not call SDL_LockAudio() on the device before queueing; SDL
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* handles locking internally for this function.
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*
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* \param dev The device ID to which we will queue audio.
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* \param data The data to queue to the device for later playback.
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* \param len The number of bytes (not samples!) to which (data) points.
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* \return zero on success, -1 on error.
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*
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* \sa SDL_GetQueuedAudioSize
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* \sa SDL_ClearQueuedAudio
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*/
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extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
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/**
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* Get the number of bytes of still-queued audio.
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*
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* This is the number of bytes that have been queued for playback with
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* SDL_QueueAudio(), but have not yet been sent to the hardware.
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*
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* Once we've sent it to the hardware, this function can not decide the exact
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* byte boundary of what has been played. It's possible that we just gave the
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* hardware several kilobytes right before you called this function, but it
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* hasn't played any of it yet, or maybe half of it, etc.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; calling this function on such a device always returns 0.
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* You have to use the audio callback or queue audio with SDL_QueueAudio(),
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* but not both.
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*
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* You should not call SDL_LockAudio() on the device before querying; SDL
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* handles locking internally for this function.
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*
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* \param dev The device ID of which we will query queued audio size.
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* \return Number of bytes (not samples!) of queued audio.
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*
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* \sa SDL_QueueAudio
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* \sa SDL_ClearQueuedAudio
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
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/**
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* Drop any queued audio data waiting to be sent to the hardware.
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*
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* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
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* the hardware will start playing silence if more audio isn't queued.
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*
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* This will not prevent playback of queued audio that's already been sent
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* to the hardware, as we can not undo that, so expect there to be some
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* fraction of a second of audio that might still be heard. This can be
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* useful if you want to, say, drop any pending music during a level change
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* in your game.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; calling this function on such a device is always a no-op.
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* You have to use the audio callback or queue audio with SDL_QueueAudio(),
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* but not both.
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*
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* You should not call SDL_LockAudio() on the device before clearing the
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* queue; SDL handles locking internally for this function.
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*
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* This function always succeeds and thus returns void.
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*
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* \param dev The device ID of which to clear the audio queue.
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*
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* \sa SDL_QueueAudio
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* \sa SDL_GetQueuedAudioSize
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*/
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extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
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/**
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* \name Audio lock functions
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*
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include/doxyfile
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