Implement GameCube/Wii audio playback via libansnd

Allocates an ansnd voice per stream and configures/starts it in
single-buffer mode (no continuous re-feed needed yet, matching the
PSP/Linux single-shot approach). Real linear panning from
directionality via left/right voice volume. ansnd has no polling API
for voice state, so finish detection uses a voice_callback (fired
from ansnd's own audio DMA interrupt, not the main thread) that sets
a flag audioStreamDolphinIsFinished() reads.

Links libansnd (new for this project) and wires duskdolphin/audio
into the CMake build for the first time.

Verified via the dusk-dolphin toolchain: both GameCube and Wii
targets compile and link cleanly. Runtime verification in headless
Dolphin was inconclusive - confirmed via an A/B test against a
pre-audio baseline build that a pre-existing MMIO flood (unrelated
to this change, reproduces identically with zero audio code present)
keeps the harness from reaching the game's own steady state before
timing out.
This commit is contained in:
2026-08-31 10:53:22 -05:00
parent af8c0f5ccd
commit 0f4ee5d965
6 changed files with 128 additions and 0 deletions
+1
View File
@@ -61,6 +61,7 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
zstd
z
lzma
ansnd
)
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")