When sceAudioOutputBlocking has to wait and the wait fails at once
(interrupts or dispatch disabled, inside an interrupt), the firmware
returns the error but leaves the channel's waiting flag set, and the
channel can never be used or released again. Keep the error, drop the
rest: whether the channel was busy at that moment is timing, and a
small difference in ours could lose a channel for the rest of a game
where hardware wouldn't. No game can depend on losing one.
Savestates made while this was emulated have the flag cleared on load.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
From pspautotests intr/waits:
- sceAudioOutputBlocking sets the channel's waiting flag before its
event flag wait, and when that wait fails at once (interrupts or
dispatch disabled, or inside an interrupt) it returns the error
without clearing the flag. The channel stays busy from then on, and
can't be released.
- The SRC blocking output fails the same way even when a completion is
already there, leaving the buffer armed.
- After a block that had samples in it, the mixer DMA is still playing
it out, so a buffer arriving then isn't read early or restarts it.
- sceKernelVolatileMemLock only writes the fake address and size
through pointers that are there, instead of faulting on NULL.
intr/waits now runs to the end; one scheduling marker still differs, from
async IO timing.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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) <[email protected]>
The nine channels were one array of one struct, but only index 8 ever used the
two DMA descriptors, the played/fraction position and the waiting-thread vector,
and only 0-7 ever used the buffer slot - so eight copies of a std::vector sat
there dead. They are two different pieces of hardware and now they are two
structs: AudioChannel for the eight the mixer walks, and a single AudioSRCChannel
for the one the codec reads directly.
Found while rereading it:
- __AudioUpdate can now run from inside an output call, and it reschedules when
it wakes a thread. A context switch there lands before the syscall writes its
return value, so the caller loses it and the woken thread gets it instead.
Deferred with hleReSchedule when a syscall is in flight. The same fix applies
to the release path, which had the problem before this branch existed.
- A finished SRC buffer whose waiting thread had given up dropped the completion
entirely, so the next caller waited a buffer too long. Now it walks past dead
waiters and banks the completion if nobody is left.
- An output with a null pointer changed the channel volume, where the hardware
returns before touching it.
- A busy channel came back as an error from the Output2 path and as debug from
the mixer path. It is an ordinary answer a game polls on, so both are debug
now; the old behavior filled the log with 18k error lines in a minute of F1
2009.
- AudioChannel::reset had no callers left: releasing a channel with a thread
parked on it is refused, so there is nobody to wake.
- The two routing modes are globals and were written once per channel. They get
their own small savestate block.
Savestate: the sceAudio section goes to 3, and the SRC channel gets a section of
its own. States from released builds carry it as a ninth channel record, which is
read and discarded.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
I deduced that this was the case, and attempted implementing this path long ago,
but I could never quite get it to work in all games. Set Claude on a quest to
research and implement it, and lo and behold, it works. A bit sobering.
Fixes#12888 and likely more. Additionally, audio latency is likely slightly
improved overall, and memory usage is down by 4.6MB.
Claude says:
The blocking output calls are not a queue that callers line up behind. Each
mixer channel holds exactly one buffer and at most one parked thread; a second
thread arriving while the first is waiting is told the channel is busy and is
expected to skip its turn. The Output2/SRC channel holds two DMA descriptors and
refuses a third caller outright, without waiting at all.
We blocked everyone instead, so a game running a movie thread and a sound-effect
thread over one output made the two alternate - a frame of movie audio, a frame
of effects silence - and the movie played at half rate. That is #12888, seen in
F1 2009 and Colin McRae: DiRT 2. With this, the movie thread keeps the channel
for the whole cutscene and the effects thread is refused, which is what the
hardware trace shows.
The driver also never copies a buffer on the way in: it stores the pointer and
its mixer walks it forward 64 samples at a time out of the game's own memory.
Modelling that fixes#20095 as a side effect, and drops the 4.6MB of per-channel
sample rings we were carrying. The mix event is re-phased to the moment a DMA
starts, since the mixer thread outranks its caller and gets a block in before the
output call returns.
Along the way: the two rest-length calls differ after a null-pointer output,
sceAudioChRelease reports not-reserved rather than not-init,
sceAudioChangeChannelConfig validates the format,
sceAudioChangeChannelVolume validates nothing, and sceAudioOutput2ChangeLength
takes a range of 17..4111. Details in docs/sceAudio.md.
Savestates: AudioChannel goes to version 4. Older ones stored mixed samples that
can't become a pointer and a position again, so they load with the pending audio
dropped and any parked threads released.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>