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	sdl2: Zero out buffer on sound callback
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					 1 changed files with 3 additions and 4 deletions
				
			
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					@ -856,6 +856,7 @@ FUNCINLINE static ATTRINLINE void I_UpdateStream16S(Uint8 *stream, int len)
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	if (Snd_Mutex) SDL_LockMutex(Snd_Mutex);
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						if (Snd_Mutex) SDL_LockMutex(Snd_Mutex);
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	// Mix sounds into the mixing buffer.
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						// Mix sounds into the mixing buffer.
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	// Loop over len
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						// Loop over len
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	while (len--)
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						while (len--)
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					@ -945,6 +946,7 @@ FUNCINLINE static ATTRINLINE void I_UpdateStream16M(Uint8 *stream, int len)
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	if (Snd_Mutex) SDL_LockMutex(Snd_Mutex);
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						if (Snd_Mutex) SDL_LockMutex(Snd_Mutex);
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	// Mix sounds into the mixing buffer.
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						// Mix sounds into the mixing buffer.
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	// Loop over len
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						// Loop over len
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	while (len--)
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						while (len--)
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					@ -1050,10 +1052,7 @@ static void SDLCALL I_UpdateStream(void *userdata, Uint8 *stream, int len)
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	if (!sound_started || !userdata)
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						if (!sound_started || !userdata)
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		return;
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							return;
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#if SDL_VERSION_ATLEAST(1,3,0)
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						memset(stream, 0x00, len); // only work in !AUDIO_U8, that needs 0x80
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	if (musicStarted)
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		memset(stream, 0x00, len); // only work in !AUDIO_U8, that needs 0x80
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#endif
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	if ((audio.channels != 1 && audio.channels != 2) ||
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						if ((audio.channels != 1 && audio.channels != 2) ||
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	    (audio.format != AUDIO_S8 && audio.format != AUDIO_S16SYS))
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						    (audio.format != AUDIO_S8 && audio.format != AUDIO_S16SYS))
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