# libSceAudio3d technical debt ### Silent stubs - [libSceAudio3d](../../../core/libs/prx/libSceAudio3d/Export.cpp) - the port produces no sound: objects can be reserved and `sceAudio3dObjectSetAttributes` accepts their attributes, but the library has no bed exports or mixing to give them audio, the attributes have no effect and `sceAudio3dPortPush` only paces the queue at `granularity` samples per frame at 48 kHz. `sceAudio3dPortSetAttribute` accepts the late reverb level and the downmix spread attributes and ignores them. `sceAudio3dObjectSetAttributes` validates the port, the reserved object and the attribute array (an object id that was never reserved returns the invalid-object error, while shadPS4 returns success for it and the error only for a released object; neither is measured on a console), treating the reset-state attribute as valid with a null value and requiring a value for the others; the attribute identifiers and the value of each are not interpreted. `sceAudio3dPortFlush` drops the frames queued by `sceAudio3dPortAdvance` instead of mixing and submitting them to an output, as there is no output ### Unknown function info - [sceAudio3dPortOpen](../../../core/libs/prx/libSceAudio3d/Export.cpp) (libSceAudio3d) - buffer modes 0 and 1 (also selected by the 0x10 and 0x18 parameter sizes) and 3 beds depend on an SDK version check in the module ([prosper](https://github.com/mattias800/prosper)) and throw. A repeated `sceAudio3dInitialize` (`NOT_READY` in shadPS4, 0 in prosper) and `sceAudio3dPortAdvance` on a full queue (`NOT_READY` in shadPS4, unhandled in KytyPS5) throw too - [sceAudio3dObjectReserve](../../../core/libs/prx/libSceAudio3d/Export.cpp) (libSceAudio3d) - object ids, the `max_objects` limit and the checks of `sceAudio3dObjectReserve` and `sceAudio3dObjectUnreserve` follow [shadPS4](https://github.com/shadps4-emu/shadPS4) (PS4), the only reference with a body: ids count up from 1 per port, skipping 0, 0xFFFFFFFF and ids in use, and a failed reserve writes 0xFFFFFFFF