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audio: rename fake_stream to work_buffer.
It's more than an alternative for when the OS can't provide a DMA buffer, now.
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@@ -69,8 +69,8 @@ FillSound(void *device, void *stream, size_t len,
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const int stream_len = audio->callbackspec.size;
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const int ilen = (int) len;
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while (SDL_AudioStreamAvailable(audio->stream) < ilen) {
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callback(audio->spec.userdata, audio->fake_stream, stream_len);
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if (SDL_AudioStreamPut(audio->stream, audio->fake_stream, stream_len) == -1) {
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callback(audio->spec.userdata, audio->work_buffer, stream_len);
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if (SDL_AudioStreamPut(audio->stream, audio->work_buffer, stream_len) == -1) {
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SDL_AudioStreamClear(audio->stream);
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SDL_AtomicSet(&audio->enabled, 0);
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break;
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