Removes the old negative compensation code and replaces it with a much more straightforward way of handling resampling. This should fix the following bugs:
sampled_mix_data no longer discards audio data if the requested number of frames is smaller than what the buffer is configured for. This was causing audio skips in the SDL3 port.
sampled_mix_data no longer discards audio data when the input buffer is resized e.g. by changing the playback frequency. This fixes audible pops in games that set MOD_FREQUENCY a lot.
Not a bug, but the old way of having each player calculate the current buffer position and remaining space in the buffer looked fragile. This is done in a sampled_stream function now out of necessity, so this should be less prone to breaking.
Removes the old negative compensation code and replaces it with a much more straightforward way of handling resampling. This should fix the following bugs:
MOD_FREQUENCY
a lot.