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Refactor audio rendering into a separate class
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#pragma once
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#include "renderer.h"
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#include <SDL.h>
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class SdlAudioRenderer : public IAudioRenderer
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{
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public:
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SdlAudioRenderer();
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virtual ~SdlAudioRenderer();
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virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
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virtual void submitAudio(short* audioBuffer, int audioSize);
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virtual bool testAudio(int audioConfiguration);
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virtual int detectAudioConfiguration();
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private:
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SDL_AudioDeviceID m_AudioDevice;
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int m_ChannelCount;
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int m_PendingDrops;
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int m_PendingHardDrops;
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unsigned int m_SampleIndex;
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Uint32 m_BaselinePendingData;
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};
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