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>
43 lines
833 B
Markdown
43 lines
833 B
Markdown
# SPU2 Contract
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Status: `Draft`
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## Purpose
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Define the audio subsystem boundary.
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## Owns
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- SPU2 register-visible state,
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- SPU2 RAM interface,
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- DMA/AutoDMA coordination,
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- audio sample generation/mixing,
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- handoff into retroDE audio output.
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## Inputs
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- IOP-side register writes,
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- DMA traffic,
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- reset/clocking controls.
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## Outputs
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- audio samples or intermediate audio stream,
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- interrupt/status signals,
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- trace events.
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## Questions to lock
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- Is any audio required before first "system boot" milestone?
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- What is the first useful milestone:
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- register visibility only
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- DMA playback path
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- simple tone / RAM playback
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- Where should final resampling/adaptation to platform audio occur?
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## Allowed early stubs
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- register-visible no-audio model,
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- test-tone generator,
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- RAM playback without full SPU2 effects path.
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