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audio: Added SDL_AudioStreamFlush().
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@@ -545,7 +545,27 @@ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const vo
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extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
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/**
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* Get the number of converted/resampled bytes available
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* Get the number of converted/resampled bytes available. The stream may be
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* buffering data behind the scenes until it has enough to resample
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* correctly, so this number might be lower than what you expect, or even
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* be zero. Add more data or flush the stream if you need the data now.
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*
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* \sa SDL_NewAudioStream
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* \sa SDL_AudioStreamPut
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* \sa SDL_AudioStreamGet
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* \sa SDL_AudioStreamClear
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* \sa SDL_AudioStreamFlush
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* \sa SDL_FreeAudioStream
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*/
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extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
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/**
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* Tell the stream that you're done sending data, and anything being buffered
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* should be converted/resampled and made available immediately.
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*
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* It is legal to add more data to a stream after flushing, but there will
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* be audio gaps in the output. Generally this is intended to signal the
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* end of input, so the complete output becomes available.
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*
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* \sa SDL_NewAudioStream
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* \sa SDL_AudioStreamPut
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@@ -553,7 +573,7 @@ extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *bu
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* \sa SDL_AudioStreamClear
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* \sa SDL_FreeAudioStream
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*/
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extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
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extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
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/**
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* Clear any pending data in the stream without converting it
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