Waveform adds now follow the PS5 module in cases main threw or answered with
the wrong code: flag bits 0x8, 0x20 and 0x40 and up are ignored in the values
PS5 ran, an add of no blocks with APPEND or RESET|APPEND returns 0 (or the
closed code on a closed waveform), one APPEND block on a mono PCM voice with
nothing queued is queued as a block of no frames (unsigned 8-bit, 16, 24 and
32-bit integer, 32 and 64-bit float), and any add to a never-set-up voice whose
waveform an add of no blocks closed returns the closed code.
The PS4 library shares the sources and returns its own code for a closed
waveform and a full queue, 0x804A0151, as PS4 11.00 does.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The PS4 11.00 module accepts only header sizes 0x30 (sampler) and 0x28 (custom) and returns 0x804A030A for the rest, runs types 1 to 10 and treats 11 and above as off, takes locations 0 to 17, and raises fc to 0.001 x rate.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The PS4 11.00 module stores a port volume clamped to [-4, 4] with NaN and -0 kept; the PS4 library used the PS5 range [0, 32].
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The bundled 12.70 module accepts Gain (0x15) on rack 0x4001, where the
voice parameter index is one higher than the module index (fma-rc's
reading). Creation now passes the rack check, a parameter at index 0 or
beyond the module count returns INVALID_PARAM_ID, and the existing
processing path ramps the module as on a custom submixer.
The test covers creation, the ramped gain over two grains, and the
parameter index bounds. Initialization and lifecycle remain unverified:
processing after a setup or stop still throws.
A sampler rack or a custom sampler rack whose max_waveform_blocks is 0 or above
32 now returns 0x804A8053 from sceNgs2RackQueryBufferSize, sceNgs2RackCreate
and sceNgs2RackCreateWithAllocator, checked before the peak meter and buffer
count checks as the PS5 module does. Main checked only a custom sampler rack
with 0 and accepted any count for a sampler rack, taking 0 as 1.
The PS4 build keeps main's behaviour: no limit for sampler racks, and 0x804A8053
for a custom sampler rack with 0. PS4 11.00 takes 1 to 16 on sampler racks and
returns 0x804A0106, but the PS4 library reads the PS5 rack option layout, so it
cannot apply that.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Under APS5_NGS2_PS4_LIBRARY the sampler filter param 0x1000000a is parsed as
shadPS4's OrbisNgs2SamplerVoiceFilterParam (index 0x8, location 0xC, type
0x10, 32-bit channel mask 0x14, fc, q and level from 0x18, size 0x30), the
way the custom param 0x40001300 already is, and goes through the new filter
code. main read KytyPS5's layout (type 0x10, 64-bit mask 0x18); neither is
measured on PS4 11.00. Types 0 and 1 at location 1 are accepted, anything
else throws as on main. Raw-byte tests in ngs2_core_render cover the layout.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Under APS5_NGS2_PS4_LIBRARY the sampler filter param 0x1000000a is parsed in
the layout main used (type at 0x10, 64-bit mask at 0x18, fc at 0x20) instead
of the PS5 layout, as the custom param 0x40001300 already is, and goes
through the new filter code. Raw-byte tests in ngs2_core_render cover it.
The two filter debt entries name the module and firmware versions measured,
say the runs were on a PC with host math imports and not on a console, point
to the result records, and keep the PS4 differences gap-first. The title is
left out of the debt text; only the title ID stays.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The sampler filter param (0x1000000a) and the custom filter param
(0x40001300) read their fields in a layout PS5 titles do not use, so a
low-pass was read as off. Both now use the SDK layout and filter types 1 to
11 as the PS5 module does: float coefficients, outputs in blocks of four
frames from the first frame of each render, clamps, level, masks, locations,
the error order, a zero history when the voice starts again, a history that
decays over zero input while a voice is paused, a restart from the first
block when a filtered voice is played again, and no tail past the render in
which a block voice ends. The PS4 library keeps main's 40-byte custom param.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
PS5 firmware 3.20 and 4.03 have their own default port map rows for every source and destination pair with 3, 4, 5 or 7 channels on either side, and a mastering voice of those counts maps its channels into a render buffer of the same count through them. Ours threw for a port into such a voice, used the PS4 fold-down from one, and copied the channels of a 3, 5 or 7 channel mastering voice unchanged. A mastering voice into a buffer of another count still throws when either count is 3, 4, 5 or 7. The PS4 library, the reverb conversion and Pan keep the PS4 rows. The routing tests that rendered 3, 5 and 7 channel mastering voices now expect those rows, and the render tests expect the sampler startup delay.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
PS5 firmware 3.20 and 4.03 fold 6 and 8 channel sources into stereo and mono with different surround and back gains than the PS4 rows, and fold a mastering voice into a render buffer of another channel count through the same default map. Ours used the PS4 rows and threw on a channel count mismatch other than stereo into 6 or 8. The PS4 library, the reverb conversion and Pan matrices keep the PS4 rows.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
PS5 firmware 3.20 and 4.03 write trunc(clamp(x * 32767.0f, -32767, 32767)) into a PCM_I16L render buffer, with the product in float, NaN written as 0 and -32768 never written; ours rounded x * 32768 to nearest, wrote -32768 for -1 and threw on a nonfinite sample. Combined with the sampler's exact x / 32768 input, an I16 source now comes back one step toward zero, so the existing render, stream and gain tests expect that, and a new sweep checks the measured values on 1, 2, 6 and 8 channels.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The clamp was measured on a sampler voice's ports only, so the entry now says that a port past the count on another rack's voice and sceNgs2VoiceGetPortInfo still throw, and it no longer repeats the port gain ramp, which a separate change implements.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
PS5 firmware 3.20 and 4.03 clamp the port volume of VoiceControl param 0x2 and RunCommands command 6 to [0, 32], keeping NaN and -0, and return 0 for every value. Command 6 reads the low 32 bits of its value as a float whatever the value type and ignores numValues and flags, and a batch of port volumes naming a port past an 8-port rack returns 0x804A8357 without applying any of them. Ours stored the value raw, threw on a value type other than float and threw on the bad port after applying the earlier commands; other command ids and the unmeasured bad-port cases keep their old behaviour.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
On a PS4 firmware 10.71 console, libSceNgs2.sprx answers
sceNgs2VoiceGetState with 0x804A0054 for a state size below 4 before it
resolves the voice and 0x804A0300 for an invalid voice, and
sceNgs2VoiceGetStateFlags writes 0 and returns 0x804A0300 for an invalid
voice. The libSceNgs2 target now does the same; libSceNgs2.native keeps
the PS5 module values.
Co-Authored-By: Claude Opus 5.5 <[email protected]>