A device-less context can run its queue model on a clock the test sets. With the clock frozen, a blocking push that fills the queue is seen still waiting with its grain queued and not counted, and returns once the test plays one grain; a blocking push that meets a queue filled by non-blocking pushes does not queue past the depth.
A blocking sceAudioOut2ContextPush waited only before queueing its grain, so the push that filled the queue returned at once. PRAGMATA's Wwise feeds its context from a thread that pushes and then wakes the renderer; the renderer sees a full queue, sleeps, and is woken again only by the game's next RenderAudio, so the mix advanced four grains per game frame. A blocking push now also waits after queueing until a grain finishes, bounded by the existing 200 ms limit.
An AudioOut2 context handle was the host pointer itself, and every
sceAudioOut2Context* call and sceAudioOut2PortCreate only rejected 0. A
second sceAudioOut2ContextDestroy of the same handle deleted the context
twice, Push, Advance, GetQueueLevel and SetAttributes on a destroyed
context used freed memory, and PortCreate accepted any nonzero value and
kept it as the port's context, so the next PCM attribute on that port read
the grain size through it.
Live contexts are now kept in a set: ContextCreate adds the context,
ContextDestroy removes it before releasing it, and the other context calls
and PortCreate return SCE_AUDIO_OUT2_ERROR_INVALID_HANDLE for a handle that
is not in the set. The queue level test that passed a stack object as a
handle now uses a created context with its device closed.
AI-assisted: yes
CreateContext() reads the variable, so a value exported in the developer's shell reached the AudioOut2 tests: garbage aborted seven of the sixty audio tests and -15 broke the unity fold in audio_out2_port_layouts. Every test that creates a context now unsets the variable at the start of main(), and the tests that exercise it set it themselves.
Throws() now takes the exception type it expects, so the two port checks still require std::invalid_argument while the environment check requires std::runtime_error. The rejection error keeps the original pointer to the value, so a value with leading whitespace is reported verbatim and the test checks the name=value prefix.
🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
The AudioOut2 mixer queues the pad mix on the controller sound card unscaled. Pass the rumble percentage to the actuator write so 0 plays silence and the default is unchanged. The fallback that turns the same mix into motor rumble when no sound card plays it is scaled once, later, by the pad output.
The legacy AudioOut vibration port queues its PCM on the controller sound card unscaled. Pass the rumble percentage to the actuator write so 0 plays silence and the default is unchanged.
Vibration ports that play on a controller sound card write their PCM to the actuator channels with no way to reduce it. Add a trailing percentage parameter, defaulting to 100 which writes the same samples as before, that scales only the two actuator channels and writes silence at 0. The controller speaker channels are never scaled.
A set-but-invalid value, including an empty one, a non-finite number, a
number outside -60 to 0 or trailing text, stops the title with an error
naming the variable and the value instead of silently keeping 0 dB. The
gain is parsed once when the AudioOut2 context is created, kept in the
context and passed to the mix loop, so the audio thread never reads the
environment.
The one-read rule is pinned end to end: a play that changes the variable
to a value that would stop the title after the context was created keeps
the parsed fold and never re-reads the environment.
Add APS5_PAD_SPEAKER_FALLBACK_DB for AudioOut2 controller-speaker ports
folded into the main mix when no controller speaker is present. The
default 0 dB keeps the existing unity mix; mute removes the fallback
copy so a title's own main-port copy is heard instead.
#9838 read sceAudioOut2SetSystemDebugState in PS5 firmware 3.20 and 4.03:
it returns 0x80268006 (not initialized) before sceAudioOut2Initialize,
ahead of its pointer, id and size checks. The debt entry for
sceAudioOut2EnableChat and sceAudioOut2DisableChat records the same
0x80268006 before AudioOut2 initialization. Both were left out while
AudioOut2 initialization was not tracked; AudioOut2IsInitialized_nid_no_patch
now tracks it, so all three return 0x80268006 first and change no state.
The two debt entries drop the closed gap.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PS5 module read for #9027 returns 0x80268006 from sceAudioOut2MasteringInit,
sceAudioOut2MasteringInitEx, sceAudioOut2MasteringTerm,
sceAudioOut2MasteringGetState and sceAudioOut2MasteringSetParam before
sceAudioOut2Initialize. #9027 left the check out because AudioOut2
initialization was not tracked; AudioOut2IsInitialized_nid_no_patch now
tracks it, so each of these returns 0x80268006 first, before its own
mastering-state and argument checks, and changes no state. The debt entry
drops the closed gap.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On PS5 firmware 13.60 a second sceAudioOut2Initialize returns 0x80268004,
also after sceAudioOutInit, and a second sceAudioOutInit returns
0x8026000e. sceAudioOutInit after sceAudioOut2Initialize still returns 0.
sceAudioOut2InitializeEx and sceAudioOut2LoInit keep returning 0; their
repeats were not measured.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SDL's WASAPI enumeration drops failures silently: EnumAudioEndpoints or
GetCount errors leave the list empty, and a device whose metadata lookup
fails is left out, so an empty list does not prove there is no default
endpoint. The skip now also requires IMMDeviceEnumerator's
GetDefaultAudioEndpoint(eRender, eConsole), the call SDL's default open
makes, to return ERROR_NOT_FOUND. The probe runs only when the wasapi list
is empty.
audio_out_default_open gains wasapi_zero_default (empty WASAPI list, the
probe finds an endpoint, the default is opened) and checks that the probe
runs only for an empty WASAPI list.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SDL documents that a default open can succeed when SDL_GetNumAudioDevices
returns zero, for instance ALSA whose default PCM works without device
hints. The shortcut now applies only to the wasapi driver, which
enumerates active render endpoints synchronously when the subsystem
starts; with none, its default open has no endpoint to use and fails after
SDL's 8 s retry.
audio_out_default_open runs AudioOut.cpp against a stubbed SDL in four
modes: zero devices on alsa with a working default, zero on wasapi, a
positive count and an unknown count.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With no audio endpoint, SDL's WASAPI backend retries the default device
for 8 s before it fails. Every port open paid that before falling back
to virtual pacing. Ask SDL for the output device count first and take
the virtual path at once when it is zero.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In PS5 firmware 3.20 and 4.03 sceAudioOutInit calls sceAudioOut2Initialize, which sets the flag that sceAudioOut2GetSpeakerInfo tests before anything else. A title that only calls sceAudioOutInit got 0x80268006 here. The flag moves next to sceAudioOutInit so the test targets that build only AudioOut.cpp still link.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>