sceAjmBatchJobDecodeSplit queues a split run job with the stream
sideband, as sceAjmBatchJobDecode does for a single buffer pair.
sceAjmBatchJobSetResampleParametersEx with a zero ratio change per
sample sets the ratio as sceAjmBatchJobSetResampleParameters does; a
non-zero change throws, since its ramp is unknown.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LEGO Horizon Adventures imports 19 functions that no library exports
and no open pull request adds, so it fails eager binding. They are
declared as throwing stubs. The two libSceAjmWVorbis imports have no
known name and are exported by NID from libSceAjm.native.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
sceAjmBatchJobControl threw. It now appends a control job that keeps
the sideband input pointer and runs at sceAjmBatchStart: RESET (bit 13)
clears the context as sceAjmBatchJobClearContext does, INITIALIZE
(bit 14) initializes the codec, and SIDEBAND_GAPLESS_DECODE (bit 45)
overwrites the gapless total and skip counts, in this order.
The sideband input holds the gapless decode first, then the codec's
initialize parameters: 8 bytes for ATRAC9, 12 for Opus, none for MP3.
The output is the 8-byte result. Other flags, INITIALIZE for other
codecs, and other sizes throw. SIDEBAND_GAPLESS_DECODE without RESET
throws too: RPCSX and shadPS4 keep zero counts there. The bits and the
order follow shadPS4 (PS4), the overwrite with RESET follows RPCSX, and
the sizes follow the one title seen.
sceAjmBatchStart processes every job before it returns the batch id, so a
batch that has not been waited on is never pending: cancelling it returns 0.
A batch that was never issued or was already waited on returns INVALID_BATCH,
and a context id that was never issued returns INVALID_CONTEXT, as in shadPS4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
sceAjmBatchJobDecodeSingle runs a single-frame decode job with the stream
sideband. sceAjmBatchJobGetGaplessDecode and sceAjmBatchJobGetCodecInfo
append run jobs without buffers that return the gapless-decode and codec-info
sidebands.
A run job without input or output buffers no longer decodes: it reports the
instance state with a zero result instead of PARTIAL_INPUT on MP3 and Opus.
RUN_GET_CODEC_INFO (bit 11) writes the ATRAC9 codec info after the gapless
sideband. Codec info for other codecs, and codec info together with
RUN_MULTIPLE_FRAMES, throw.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Read the MPEG audio frame header and report the frame size, channel
count, samples per channel, bitrate and sample rate. The signature,
the result layout and the rate tables follow shadPS4's reimplementation
of the PS4 library. Requesting the original file length throws: that
lookup is not implemented.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- AJM codec 0 (MP3) decodes with FFmpeg, prebuilt through the
ffmpeg-core submodule as in Kyty; sceAjmBatchJobDecode and the Run job;
the PCM encoding follows the job flags; other codecs throw
- AudioOut2 ports of 16-bit integer samples, and the ambisonics speaker
array decode for the reported layout
- the voice library for a console with no headset, with a frame size for
voice ports
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- AudioOut2: one SDL device per context; the hardware grain queue level
is derived from the SDL queued bytes so the title's poll-and-push loop
runs at real time; ports are mixed per push with 7.1 folded to stereo.
- libSceAjm.native: instance and batch APIs; ATRAC9 decoding with
variable-size frames inside superframes, padding, gapless parameters
and handle re-creation on re-initialisation.
- AudioOut v1: sceAudioOutOutput(handle, NULL) drains instead of
throwing.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo