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audio: Feed output devices immediately, instead of waiting upfront.
This prevents the waste of an initial buffer of audio on many backends, and is hopefully harmless on all of them. Reference PR #12632.
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@@ -1256,11 +1256,11 @@ static int SDLCALL PlaybackAudioThread(void *devicep) // thread entry point
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SDL_assert(!device->recording);
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SDL_PlaybackAudioThreadSetup(device);
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do {
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while (SDL_PlaybackAudioThreadIterate(device)) {
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if (!device->WaitDevice(device)) {
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SDL_AudioDeviceDisconnected(device); // doh. (but don't break out of the loop, just be a zombie for now!)
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}
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} while (SDL_PlaybackAudioThreadIterate(device));
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}
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SDL_PlaybackAudioThreadShutdown(device);
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return 0;
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