== Sequencer ==
Fix for the fix: SDL_PauseAudio() doesn't really wait for callback to finish which can lead to random segfaults if we set audio_scene to 0 afterwards. So we don't do that.
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@@ -715,7 +715,6 @@ void audiostream_stop(void)
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#ifndef DISABLE_SDL
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SDL_PauseAudio(1);
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audio_playing=0;
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audio_scene=0;
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#endif
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}
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