start audio playing just before first queuing
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		@@ -2070,6 +2070,8 @@ static void transparentBlit(u32* out, s32 pitch)
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static void blitSound()
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					static void blitSound()
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{
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					{
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						SDL_PauseAudioDevice(studio.audio.device, 0);
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	if(studio.audio.cvt.needed)
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						if(studio.audio.cvt.needed)
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	{
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						{
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		SDL_memcpy(studio.audio.cvt.buf, studio.tic->samples.buffer, studio.tic->samples.size);
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							SDL_memcpy(studio.audio.cvt.buf, studio.tic->samples.buffer, studio.tic->samples.size);
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@@ -2532,9 +2534,6 @@ static void initSound()
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		studio.audio.cvt.len = studio.audio.spec.freq * sizeof studio.tic->samples.buffer[0] / TIC_FRAMERATE;
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							studio.audio.cvt.len = studio.audio.spec.freq * sizeof studio.tic->samples.buffer[0] / TIC_FRAMERATE;
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		studio.audio.cvt.buf = SDL_malloc(studio.audio.cvt.len * studio.audio.cvt.len_mult);
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							studio.audio.cvt.buf = SDL_malloc(studio.audio.cvt.len * studio.audio.cvt.len_mult);
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	}
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						}
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	if(studio.audio.device)
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		SDL_PauseAudioDevice(studio.audio.device, 0);
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}
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					}
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static void initTouchGamepad()
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					static void initTouchGamepad()
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