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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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struct AudioDebugStats {
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int instantSampleRate;
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// Easy interface for sceAudio to write to, to keep the complexity in check.
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void __AudioDoState(PointerWrap &p);
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void __AudioShutdown();
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void __AudioSetOutputFrequency(int freq);
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// May return SCE_ERROR_AUDIO_CHANNEL_BUSY if buffer too large
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u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking);
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void __AudioWakeThreads(AudioChannel &chan, int result, int step);
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void __AudioWakeThreads(AudioChannel &chan, int result);
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int __AudioMix(short *outstereo, int numSamples, int sampleRate);
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const AudioDebugStats *__AudioGetDebugStats();
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void __PushExternalAudio(const s32 *audio, int numSamples); // Should not be used in-game, only at the menu!
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// Audio Dumping stuff
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void __StartLogAudio(const std::string& filename);
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void __StopLogAudio();