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>
The Smurfs Dreams imports both and no library exports them, so eager
binding stops the title before it starts. sceAudioInAsyncOpen throws
like the other AudioIn opens that have no implementation;
sceHttp2SetMinSslVersion returns success like the other Http2 SSL
setters, as no request reaches the network.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Close releases the port and its host device; Input and Close on a port
that is capturing return BUSY. Format codes follow the PS5 SDK bindings
(SharpProspero) and KytyPS5: 1/2 S16 mono/stereo, 0x11/0x12 float.
Co-Authored-By: Claude <noreply@anthropic.com>
sceAudioInOpen validates the port and opens the default SDL recording
device in the requested format; sceAudioInInput returns one grain of
captured samples, padded with silence when the device falls behind and
keeping at most four grains of latency. Without a recording device a
port reports DEVICE_NONE in sceAudioInGetSilentState and delivers
silence at its sample rate.
Co-Authored-By: Claude <noreply@anthropic.com>