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audio: Added SDL_GetAudioStreamBinding.
Now you can open a device, bind a stream, and forget about the device ID until you're ready to shutdown, where you can query the stream for it.
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@@ -888,6 +888,7 @@ SDL3_0.0.0 {
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SDL_PauseAudioDevice;
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SDL_UnpauseAudioDevice;
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SDL_IsAudioDevicePaused;
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SDL_GetAudioStreamBinding;
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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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@@ -914,3 +914,4 @@
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#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
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#define SDL_UnpauseAudioDevice SDL_UnpauseAudioDevice_REAL
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#define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
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#define SDL_GetAudioStreamBinding SDL_GetAudioStreamBinding_REAL
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@@ -958,3 +958,4 @@ SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uin
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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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