On Windows, nanosleep and this_thread::sleep_for/sleep_until go
through winpthreads, which ends a wait on a 15.6 ms GetTickCount64
step. Blocking sceAudioOutOutput and sceAudioOut2ContextPush calls
returned in bursts about every 16 ms, a blocking sceAudio3dPortPush
ran at about 68 % of real time, and sceAudioInInput without a device
woke anywhere from 1 ms to 31 ms apart. They now sleep with
PreciseSleepUs or the new PreciseSleepUntil.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both exports are imported by titles that link libSceAudio3d; without them the loader fails with an unresolved import before the title runs. Following the offline model, object attributes are validated but produce no audio and PortFlush drops the frames queued by sceAudio3dPortAdvance.
Every library CMakeLists.txt ended with the same block removing -static,
-static-libgcc and -static-libstdc++ from CMAKE_EXE_LINKER_FLAGS on MinGW,
because core/libs/CMakeLists.txt only removed them after adding the library
directories. Remove them before the libc and library directories are added
so each directory inherits the stripped flags, and drop the 52 copies.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017pTZqAyVSZy2FZmaqakPHZ
Initialize, PortOpen/Close, PortSetAttribute, PortGetQueueLevel,
PortAdvance and PortPush. One port, validation order and error codes from
the PS5 module as read by prosper; blocking push paced at granularity
samples per frame at 48 kHz like KytyPS5.
Co-Authored-By: Claude <noreply@anthropic.com>