Fixed PSP trying to load entirely into memory

This commit is contained in:
2026-08-31 19:07:51 -05:00
parent 15bd9fc43c
commit d37109f5f7
26 changed files with 995 additions and 232 deletions
+6 -4
View File
@@ -60,8 +60,9 @@ errorret_t audioStreamPSPInit(audiostream_t *stream);
errorret_t audioStreamPSPDispose(audiostream_t *stream);
/**
* Wakes the stream's persistent feeder thread to stream stream->data to
* its reserved hardware output channel in small chunks until exhausted.
* Wakes the stream's persistent feeder thread to stream PCM data (read on
* demand from the stream's asset via audioStreamPcmRead()) to its reserved
* hardware output channel in small chunks until exhausted.
*
* @param stream The audio stream to output.
* @return Error state if any.
@@ -80,8 +81,9 @@ bool_t audioStreamPSPIsFinished(audiostream_t *stream);
/**
* Feeder thread entry point, run once for the stream's whole lifetime.
* Idles (polling playRequested) until woken by audioStreamPSPBuffer(),
* then streams stream->data (passed via thread->data) to its hardware
* channel in fixed-size chunks, blocking naturally on each
* then reads and streams the stream's asset PCM data (via the audiostream_t
* passed as thread->data) to its hardware channel in fixed-size chunks,
* blocking naturally on each
* sceAudioOutputPannedBlocking() call, until the whole buffer has been
* sent - then goes back to idling, ready for the next play request, until
* the thread is asked to stop.