Fixed PSP trying to load entirely into memory
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@@ -60,8 +60,9 @@ errorret_t audioStreamPSPInit(audiostream_t *stream);
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errorret_t audioStreamPSPDispose(audiostream_t *stream);
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/**
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* Wakes the stream's persistent feeder thread to stream stream->data to
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* its reserved hardware output channel in small chunks until exhausted.
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* Wakes the stream's persistent feeder thread to stream PCM data (read on
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* demand from the stream's asset via audioStreamPcmRead()) to its reserved
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* hardware output channel in small chunks until exhausted.
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*
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* @param stream The audio stream to output.
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* @return Error state if any.
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@@ -80,8 +81,9 @@ bool_t audioStreamPSPIsFinished(audiostream_t *stream);
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/**
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* Feeder thread entry point, run once for the stream's whole lifetime.
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* Idles (polling playRequested) until woken by audioStreamPSPBuffer(),
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* then streams stream->data (passed via thread->data) to its hardware
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* channel in fixed-size chunks, blocking naturally on each
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* then reads and streams the stream's asset PCM data (via the audiostream_t
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* passed as thread->data) to its hardware channel in fixed-size chunks,
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* blocking naturally on each
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* sceAudioOutputPannedBlocking() call, until the whole buffer has been
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* sent - then goes back to idling, ready for the next play request, until
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* the thread is asked to stop.
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