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Add SDL_ConvertAudioSamples() helper function
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@@ -841,6 +841,7 @@ SDL3_0.0.0 {
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SDL_PlayAudioDevice;
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SDL_aligned_alloc;
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SDL_aligned_free;
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SDL_ConvertAudioSamples;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@@ -868,3 +868,4 @@
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#define SDL_PlayAudioDevice SDL_PlayAudioDevice_REAL
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#define SDL_aligned_alloc SDL_aligned_alloc_REAL
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#define SDL_aligned_free SDL_aligned_free_REAL
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#define SDL_ConvertAudioSamples SDL_ConvertAudioSamples_REAL
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@@ -913,3 +913,4 @@ SDL_DYNAPI_PROC(int,SDL_GetRenderVSync,(SDL_Renderer *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_PlayAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void*,SDL_aligned_alloc,(size_t a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_aligned_free,(void *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(SDL_AudioFormat a, Uint8 b, int c, int d, Uint8 *e, SDL_AudioFormat f, Uint8 g, int h, int *i, Uint8 **j),(a,b,c,d,e,f,g,h,i,j),return)
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