ppsspp/Core/HLE/__sceAudio.h

48 lines
1.6 KiB
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 "sceAudio.h"
struct AudioDebugStats {
int buffered;
int watermark;
int bufsize;
int underrunCount;
int overrunCount;
int instantSampleRate;
int lastPushSize;
};
// Easy interface for sceAudio to write to, to keep the complexity in check.
void __AudioInit();
void __AudioDoState(PointerWrap &p);
void __AudioUpdate();
void __AudioShutdown();
void __AudioSetOutputFrequency(int freq);
// May return SCE_ERROR_AUDIO_CHANNEL_BUSY if buffer too large
u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking);
void __AudioWakeThreads(AudioChannel &chan, int result, int step);
void __AudioWakeThreads(AudioChannel &chan, int result);
int __AudioMix(short *outstereo, int numSamples, int sampleRate);
const AudioDebugStats *__AudioGetDebugStats();
void __PushExternalAudio(const s32 *audio, int numSamples); // Should not be used in-game, only at the menu!