Files
ppsspp/Core/HLE/__sceAudio.h
T
Henrik RydgårdandClaude Opus 5 84bd8459e9 sceAudio: implement sceAudioOneshotOutput, and cover the rest of the channel rules
Another pass looking for gaps, all of it now recorded by audio/blocking/channels
and audio/blocking/oneshot.

sceAudioOneshotOutput was the last unimplemented entry in the module, returning
"library not linked" to anyone who called it. It plays one buffer on a channel it
never reserves, so the channel frees itself when the buffer runs out, and its
argument checks are their own set: any positive sample count, aligned or not, no
upper bound, a negative volume rejected rather than skipped, and no busy check at
all. No game is known to use it; it is implemented because tracing it turned out
to be cheap, not because anything needed it.

The channels test confirms four behaviors: sceAudioChReserve(-1) skips a released
channel that is still playing while a reserve of it succeeds, a second channel
joining a running mixer doesn't lose a block unlike a first, mono counts down in
the same 64-sample steps over the same time as stereo, and the panned blocking
output has no extra delay on the high channels.

Also: the SRC resampler now interpolates into the next buffer at a buffer join
instead of holding the last sample, since the codec reads the two descriptors as
one stream. That only shows up at non-native rates and no test can see it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 17:03:07 -06:00

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C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Common/File/Path.h"
#include "sceAudio.h"
struct AudioDebugStats {
int buffered;
int watermark;
int bufsize;
int underrunCount;
int overrunCount;
int instantSampleRate;
int targetSampleRate;
int lastPushSize;
};
// Easy interface for sceAudio to write to, to keep the complexity in check.
void __AudioInit();
void __AudioDoState(PointerWrap &p);
void __AudioUpdate(bool resetRecording = false);
void __AudioShutdown();
void __AudioSetOutputFrequency(int freq);
void __AudioSetSRCFrequency(int freq);
// The driver's single enqueue point for channels 0-7. Returns the channel's reserved sample
// count, or SCE_ERROR_AUDIO_CHANNEL_BUSY when a buffer is already in flight. A negative
// volume means "leave it alone".
u32 __AudioEnqueue(AudioChannel &chan, u32 samplePtr, int leftVol, int rightVol);
// sceAudioOneshotOutput's variant: hands over a buffer without a reservation, so it carries its
// own sample count and format and never reports busy.
void __AudioEnqueueOneshot(AudioChannel &chan, u32 samplePtr, u32 sampleCount, u32 format, int leftVol, int rightVol);
// Same, but parks the calling thread until the channel frees up. Only one thread can be
// parked; a second one gets SCE_ERROR_AUDIO_CHANNEL_BUSY straight back.
u32 __AudioEnqueueBlocking(AudioChannel &chan, u32 samplePtr, int leftVol, int rightVol);
// Channel 8 - Output2, SRC and Vaudio all share it. Two buffers fit; a third caller gets
// SCE_ERROR_AUDIO_CHANNEL_BUSY without waiting. A successful call waits for one buffer to
// finish before returning, except when nothing was playing to begin with.
u32 __AudioSRCEnqueueBlocking(AudioSRCChannel &chan, u32 samplePtr, int vol);
// Hands the SRC channel a completion that the next caller can consume without waiting.
void __AudioSRCSignal(AudioSRCChannel &chan);
// What one SRC/Output2 output call costs, in cycles, before it does anything - see the comment
// on the definition.
int __AudioSRCCallCycles(const AudioSRCChannel &chan);
// Wake everyone parked on the SRC channel with the given error. Mixer channels need no
// equivalent: releasing one while a thread waits on it is refused outright.
void __AudioWakeThreads(AudioSRCChannel &chan, int result);
void __AudioCPUMHzChange();
// AUDIO Dumping stuff
void __StartLogAudio(const Path &filename);
void __StopLogAudio();
class WAVDump {
public:
static void Reset();
};