We need to avoid `WindowsWrapper.h` in the backends whenever we can,
to avoid name collisions (the Wii U homebrew library) defines its own
BOOL/TRUE/FALSE, which really doesn't work with CSE2.
It was likely a race condition between the game thread writing to
'organya_timer', and the audio thread reading it.
...I really need to rethink the API for this Organya-synchronisation
thing.
Storytime: Cucky's original SDL2 port work involved using SDL2's
threading API to emulate the original WinAPI threading.
I can't be assed with that stuff, so I used the same trick Cucky did
for the Wii port, and hooked Organya up to the SDL2 audio callback.
This actually opens up the possibility for perfectly-synchronised
Organya playback. By that I mean, instead of needing a super
low-latency audio callback, I can have the callback synchronise its
audio mixing with Organya itself. I haven't done it yet, I plan to
soon.
The filename is a total guess, but Microsoft's own word for these
menus is 'dialog', and these functions appear before the Draw.cpp
functions (the source files are linked alphabetically).