7ad735552aa84a14bfb46f02104bf7b32ac8f145
The previous fix (shrinking the final chunk's declared length via sceAudioSetChannelDataLen) still clicked on real hardware. Reverted that in favor of two changes that don't rely on that call's undocumented mid-stream behavior: every call now sends a full, constant AUDIO_PSP_CHUNK_FRAMES buffer with the tail simply zero-padded (channel length is never changed after the initial reserve), and a couple of extra all-silence chunks are fed after the real audio + fade so the channel keeps being actively driven at zero for a moment rather than stopping outright, in case some of the click was the channel/DAC settling rather than a pure sample-domain discontinuity. Confirmed fixed on real PSP hardware.
Dusk
RPG Game Project, small and able to run on a PSP.
Building
Each build target has different requirements. You can take a look at the git workflow to see how the builds are done for each target. In addition, for accessing the editor and building the game on your host system, install the following packages, depending on your system;
Fedora;
sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel
Ubuntu;
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl
Arch Linux;
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl
Description
Languages
C
87%
JavaScript
4.2%
Python
3.5%
CMake
3.4%
HTML
0.9%
Other
1%