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DualSense haptics and controller speaker sound bluethooth (#969)
* pad: send DualSense speaker and haptic audio over Bluetooth * ci: fix Opus clang-cl build and macOS memory tracker test * docs: remove Bluetooth notes from project README * pad: keep Bluetooth audio work off emulation timing path * pad: smooth DualSense speaker audio on USB and Bluetooth * tests: find available macOS guest range for page manager * pad: keep haptic waveform when Bluetooth queue overflows * audio: reject zero output sample frequency * Simplify DualSense audio routing and fix Bluetooth batching --------- Co-authored-by: Codex <codex@openai.com> Co-authored-by: nmzik <Nmzik@mail.ru>
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@@ -11,9 +11,11 @@ struct Stream;
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// ports on the actuators.
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Stream* Open(uint32_t freq, bool speaker);
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void Close(Stream* stream);
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// True while this stream is routed through the asynchronous Bluetooth HID sender.
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bool UsesBluetooth(const Stream* stream);
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// Returns how long the queued audio still plays, in microseconds, or 0 when no DualSense took it
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// (the active pad has no usable USB audio device or its speaker cannot be routed).
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// Multiple DualSenses or matching audio endpoints are ambiguous and are not selected.
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// (the active pad has no usable controller audio device or its speaker cannot be routed).
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// Ambiguous USB or Bluetooth endpoints are not selected.
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uint64_t Queue(Stream* stream, int controller, const void* data, uint32_t frames, uint32_t channels,
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bool is_float, const int* volume);
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// Returns false for other gamepad types, which retain the normal rumble path.
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