YourWishesandClaude Sonnet 5 fc1fc9f170 Rewrite Dolphin audio to use libogc's standard ASND API
Replaces the ansnd-based backend (a third-party library with a custom
DSP ucode Dolphin's HLE audio emulation doesn't recognize, requiring
-a LLE as a workaround) with libogc's own asndlib - the standard,
HLE-supported audio API most GC/Wii homebrew already uses.

Also fixes three real bugs found while getting a large (41MB) WAV
asset actually playing on Dolphin:

- audiostreamdolphin.c previously buffered a stream's entire loop
  segment into one allocation up front (inherited from the ansnd
  design) - fine for a short test tone, but an out-of-memory crash for
  a real multi-minute track on GameCube's 24MB (or even Wii's 88MB)
  total RAM. Rewritten to stream bounded windows via ASND's real
  double-buffer primitives (ASND_SetVoice + ASND_AddVoice, polled from
  the main thread - never from an interrupt callback), matching how
  Linux/PSP already work.

- ASND_TestVoiceBufferReady() returns SND_OK (0) when ready and
  SND_BUSY (1) when not, in the actual toolchain fork
  (extremscorner/libogc2) this project builds against - opposite of a
  plain boolean. Treating the raw result as one meant a genuinely
  ready voice's SND_OK read as false, silently skipping every
  ASND_AddVoice() call forever after a stream's first buffered window.

- audioStreamPcmRead()'s 16-bit fast path read WAV's little-endian
  sample bytes straight into the output buffer with no byte-swap -
  correct by coincidence on every little-endian platform this engine
  targets (Linux, PSP), but reversed every sample's bytes on
  Dolphin/GameCube/Wii's big-endian PowerPC.

libmad is GPL-licensed (see audiostreammp3decodersw.h's own note from
the prior MP3 change); libogc's asndlib is under a permissive
BSD-style license, so this doesn't add another such dependency.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 12:49:53 -05:00
2026-07-02 19:20:17 -05:00
2026-05-07 17:38:41 -05:00
2026-07-01 21:07:24 -05:00
2026-06-02 11:01:54 -05:00

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
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