SDL: loopwave: Use SDL_GetAudioStreamQueued() for more accurate results.

From b656720bc61c71807d30e055c335d6391dcd3ca6 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Tue, 19 Sep 2023 14:35:37 -0400
Subject: [PATCH] loopwave: Use SDL_GetAudioStreamQueued() for more accurate
 results.

---
 test/loopwave.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/test/loopwave.c b/test/loopwave.c
index 5e5921965272..1fa1b91e1a9d 100644
--- a/test/loopwave.c
+++ b/test/loopwave.c
@@ -31,14 +31,14 @@ static struct
     SDL_AudioSpec spec;
     Uint8 *sound;    /* Pointer to wave data */
     Uint32 soundlen; /* Length of wave data */
-    Uint32 soundpos;
 } wave;
 
 static SDL_AudioStream *stream;
 
 static void fillerup(void)
 {
-    if (SDL_GetAudioStreamAvailable(stream) < (int) ((wave.soundlen / 2))) {
+    const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
+    if (SDL_GetAudioStreamQueued(stream) < minimum) {
         SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
     }
 }