// 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!