PPSA26344 calls sceAudioOut2Set3DLatency(0xFF, 2) right after
sceAudioOut2Initialize and fails its audio initialization on a negative
return; the export was missing, so the import did not resolve. Its
audio subsystem setup also calls sceAudioOut2MasteringInit(0), which
threw.
sceAudioOut2Set3DLatency accepts a latency of 2 for the system user
(0xFF) and throws for any other user or latency, as the unit and range
are unknown. sceAudioOut2MasteringInit accepts flags 0 and throws for
other flags. There is no 3D rendering or mastering stage, so neither
call changes the output; TechnicalDebt lists this under Functional and
the assumed signatures under Unknown function info.
The new audio_out2_latency test covers the accepted and thrown values.
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