src/audio/SDL_sysaudio.h
author Ryan C. Gordon
Tue, 28 Feb 2017 19:48:52 -0500
changeset 10922 5f4b80b748dd
parent 10900 dc7fbab190c9
child 11028 25cd7fe50180
permissions -rw-r--r--
raspberrypi: RPI_Destroy() should free the SDL_VideoDevice and its driverdata.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#ifndef SDL_sysaudio_h_
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#define SDL_sysaudio_h_
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#include "SDL_mutex.h"
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#include "SDL_thread.h"
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#include "../SDL_dataqueue.h"
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#include "./SDL_audio_c.h"
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/* !!! FIXME: These are wordy and unlocalized... */
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#define DEFAULT_OUTPUT_DEVNAME "System audio output device"
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#define DEFAULT_INPUT_DEVNAME "System audio capture device"
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/* The SDL audio driver */
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typedef struct SDL_AudioDevice SDL_AudioDevice;
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#define _THIS   SDL_AudioDevice *_this
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/* Audio targets should call this as devices are added to the system (such as
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   a USB headset being plugged in), and should also be called for
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   for every device found during DetectDevices(). */
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extern void SDL_AddAudioDevice(const int iscapture, const char *name, void *handle);
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/* Audio targets should call this as devices are removed, so SDL can update
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   its list of available devices. */
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extern void SDL_RemoveAudioDevice(const int iscapture, void *handle);
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/* Audio targets should call this if an opened audio device is lost while
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   being used. This can happen due to i/o errors, or a device being unplugged,
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   etc. If the device is totally gone, please also call SDL_RemoveAudioDevice()
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   as appropriate so SDL's list of devices is accurate. */
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extern void SDL_OpenedAudioDeviceDisconnected(SDL_AudioDevice *device);
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/* This is the size of a packet when using SDL_QueueAudio(). We allocate
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   these as necessary and pool them, under the assumption that we'll
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   eventually end up with a handful that keep recycling, meeting whatever
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   the app needs. We keep packing data tightly as more arrives to avoid
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   wasting space, and if we get a giant block of data, we'll split them
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   into multiple packets behind the scenes. My expectation is that most
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   apps will have 2-3 of these in the pool. 8k should cover most needs, but
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   if this is crippling for some embedded system, we can #ifdef this.
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   The system preallocates enough packets for 2 callbacks' worth of data. */
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#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
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typedef struct SDL_AudioDriverImpl
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{
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    void (*DetectDevices) (void);
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    int (*OpenDevice) (_THIS, void *handle, const char *devname, int iscapture);
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    void (*ThreadInit) (_THIS); /* Called by audio thread at start */
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    void (*ThreadDeinit) (_THIS); /* Called by audio thread at end */
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    void (*WaitDevice) (_THIS);
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    void (*PlayDevice) (_THIS);
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    int (*GetPendingBytes) (_THIS);
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    Uint8 *(*GetDeviceBuf) (_THIS);
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    int (*CaptureFromDevice) (_THIS, void *buffer, int buflen);
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    void (*FlushCapture) (_THIS);
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    void (*PrepareToClose) (_THIS);  /**< Called between run and draining wait for playback devices */
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    void (*CloseDevice) (_THIS);
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    void (*LockDevice) (_THIS);
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    void (*UnlockDevice) (_THIS);
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    void (*FreeDeviceHandle) (void *handle);  /**< SDL is done with handle from SDL_AddAudioDevice() */
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    void (*Deinitialize) (void);
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    /* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
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    /* Some flags to push duplicate code into the core and reduce #ifdefs. */
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    /* !!! FIXME: these should be SDL_bool */
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    int ProvidesOwnCallbackThread;
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    int SkipMixerLock;
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    int HasCaptureSupport;
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    int OnlyHasDefaultOutputDevice;
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    int OnlyHasDefaultCaptureDevice;
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    int AllowsArbitraryDeviceNames;
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} SDL_AudioDriverImpl;
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typedef struct SDL_AudioDeviceItem
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{
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    void *handle;
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    struct SDL_AudioDeviceItem *next;
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    char name[SDL_VARIABLE_LENGTH_ARRAY];
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} SDL_AudioDeviceItem;
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typedef struct SDL_AudioDriver
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{
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    /* * * */
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    /* The name of this audio driver */
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    const char *name;
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    /* * * */
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    /* The description of this audio driver */
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    const char *desc;
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    SDL_AudioDriverImpl impl;
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    /* A mutex for device detection */
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    SDL_mutex *detectionLock;
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    SDL_bool captureDevicesRemoved;
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    SDL_bool outputDevicesRemoved;
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    int outputDeviceCount;
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    int inputDeviceCount;
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    SDL_AudioDeviceItem *outputDevices;
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    SDL_AudioDeviceItem *inputDevices;
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} SDL_AudioDriver;
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/* Define the SDL audio driver structure */
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struct SDL_AudioDevice
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{
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    /* * * */
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    /* Data common to all devices */
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    SDL_AudioDeviceID id;
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    /* The device's current audio specification */
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    SDL_AudioSpec spec;
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    /* The callback's expected audio specification (converted vs device's spec). */
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    SDL_AudioSpec callbackspec;
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    /* Stream that converts and resamples. NULL if not needed. */
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    SDL_AudioStream *stream;
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    /* Current state flags */
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    SDL_atomic_t shutdown; /* true if we are signaling the play thread to end. */
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    SDL_atomic_t enabled;  /* true if device is functioning and connected. */
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    SDL_atomic_t paused;
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    SDL_bool iscapture;
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    /* Scratch buffer used in the bridge between SDL and the user callback. */
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    Uint8 *work_buffer;
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    /* Size, in bytes, of work_buffer. */
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    Uint32 work_buffer_len;
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    /* A mutex for locking the mixing buffers */
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    SDL_mutex *mixer_lock;
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    /* A thread to feed the audio device */
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    SDL_Thread *thread;
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    SDL_threadID threadid;
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    /* Queued buffers (if app not using callback). */
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    SDL_DataQueue *buffer_queue;
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    /* * * */
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    /* Data private to this driver */
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    struct SDL_PrivateAudioData *hidden;
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    void *handle;
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};
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#undef _THIS
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typedef struct AudioBootStrap
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{
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    const char *name;
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    const char *desc;
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    int (*init) (SDL_AudioDriverImpl * impl);
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    int demand_only;  /* 1==request explicitly, or it won't be available. */
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} AudioBootStrap;
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/* Not all of these are available in a given build. Use #ifdefs, etc. */
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extern AudioBootStrap PULSEAUDIO_bootstrap;
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extern AudioBootStrap ALSA_bootstrap;
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extern AudioBootStrap SNDIO_bootstrap;
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extern AudioBootStrap BSD_AUDIO_bootstrap;
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extern AudioBootStrap DSP_bootstrap;
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extern AudioBootStrap QSAAUDIO_bootstrap;
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extern AudioBootStrap SUNAUDIO_bootstrap;
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extern AudioBootStrap ARTS_bootstrap;
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extern AudioBootStrap ESD_bootstrap;
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extern AudioBootStrap NACLAUDIO_bootstrap;
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extern AudioBootStrap NAS_bootstrap;
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extern AudioBootStrap WASAPI_bootstrap;
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extern AudioBootStrap XAUDIO2_bootstrap;
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extern AudioBootStrap DSOUND_bootstrap;
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extern AudioBootStrap WINMM_bootstrap;
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extern AudioBootStrap PAUDIO_bootstrap;
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extern AudioBootStrap HAIKUAUDIO_bootstrap;
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extern AudioBootStrap COREAUDIO_bootstrap;
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extern AudioBootStrap DISKAUDIO_bootstrap;
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extern AudioBootStrap DUMMYAUDIO_bootstrap;
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extern AudioBootStrap FUSIONSOUND_bootstrap;
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extern AudioBootStrap ANDROIDAUDIO_bootstrap;
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extern AudioBootStrap PSPAUDIO_bootstrap;
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extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
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#endif /* SDL_sysaudio_h_ */
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/* vi: set ts=4 sw=4 expandtab: */