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Sync SDL3 wiki -> header
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include/SDL3/SDL_audio.h

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@@ -1418,9 +1418,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream,
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* A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data.
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*
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* When using SDL_PutAudioStreamDataNoCopy() to provide data to an
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* SDL_AudioStream, it's not safe to dispose of the data until the stream
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* has completely consumed it. Often times it's difficult to know exactly
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* when this has happened.
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* SDL_AudioStream, it's not safe to dispose of the data until the stream has
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* completely consumed it. Often times it's difficult to know exactly when
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* this has happened.
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*
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* This callback fires once when the stream no longer needs the buffer,
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* allowing the app to easily free or reuse it.
@@ -1459,11 +1459,11 @@ typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, cons
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* stream if it hasn't been changed.
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*
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* An optional callback may be provided, which is called when the stream no
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* longer needs the data. Once this callback fires, the stream will not
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* access the data again.
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* longer needs the data. Once this callback fires, the stream will not access
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* the data again.
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*
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* Note that there is still an allocation to store tracking information,
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* so this function is more efficient for larger blocks of data. If you're
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* Note that there is still an allocation to store tracking information, so
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* this function is more efficient for larger blocks of data. If you're
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* planning to put a few samples at a time, it will be more efficient to use
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* SDL_PutAudioStreamData(), which allocates and buffers in blocks.
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*

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