ec82764bef
RTL (GS rasterizer, EE core stub, platform bridge, LPDDR4B path), sim regression (272 TBs), docs, and tooling. Copyrighted PS2 content (BIOS, game code, GS dumps, and all dump-derived textures/traces) is excluded via .gitignore and stays local. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
833 B
833 B
SPU2 Contract
Status: Draft
Purpose
Define the audio subsystem boundary.
Owns
- SPU2 register-visible state,
- SPU2 RAM interface,
- DMA/AutoDMA coordination,
- audio sample generation/mixing,
- handoff into retroDE audio output.
Inputs
- IOP-side register writes,
- DMA traffic,
- reset/clocking controls.
Outputs
- audio samples or intermediate audio stream,
- interrupt/status signals,
- trace events.
Questions to lock
- Is any audio required before first "system boot" milestone?
- What is the first useful milestone:
- register visibility only
- DMA playback path
- simple tone / RAM playback
- Where should final resampling/adaptation to platform audio occur?
Allowed early stubs
- register-visible no-audio model,
- test-tone generator,
- RAM playback without full SPU2 effects path.