Refactor audio and texture into own files
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#ifndef AUDIO_H
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#define AUDIO_H
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#include <SDL2/SDL.h>
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typedef struct audio_state {
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int recording_device_id;
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int playback_device_id;
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Uint8* recording_buffer;
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unsigned int recording_buffer_size;
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unsigned int recording_buffer_position;
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} audio_state;
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int audio_init(audio_state* state);
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void audio_destroy(audio_state* state);
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int audio_recording_init(audio_state* state, int index);
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int audio_playback_init(audio_state* state);
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void audio_recording_callback(void* userdata, Uint8* stream, int len);
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void audio_playback_callback(void* userdata, Uint8* stream, int len);
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#endif
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