audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
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@@ -94,7 +94,7 @@ In SDL2, you might have done something like this to play audio...
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/* ...somewhere near startup... */
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const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
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SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback, &my_audio_callback_user_data);
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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```
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If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightforward.
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@@ -103,7 +103,7 @@ If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightf
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/* ...somewhere near startup... */
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const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
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SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, NULL, NULL);
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SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
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SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
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/* ...in your main loop... */
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/* calculate a little more audio into `buf`, add it to `stream` */
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