On Linux (PipeWire / ALSA), the 4-channel USB audio playback device for
the DualSense controller is named 'Wireless Controller' based on Sony's
USB product descriptor string. Previously, FindDevice() only matched
names containing 'DualSense', causing quad-channel endpoint discovery to
fail on Linux systems.
Add 'Wireless Controller' to the allowed endpoint names when 4 channels
are present, and add a test case verifying discovery under this name.
* 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
* controller: add global DualSense volume and vibration controls
* Simplify global controller settings
---------
Co-authored-by: Codex <codex@openai.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* controller: cycle DualSense speaker volume, vibration and trigger intensity in game
Three new input mapping controls cycle the PS5's controller settings in
game (default keys 1, 2 and 3): speaker volume (100% -> off -> 2% -> 12%
-> 42%), vibration intensity and trigger effect intensity (strong -> off
-> weak -> medium). Each starts at full and is not saved.
Changing vibration or trigger intensity re-sends the game's last rumble
and trigger effect, so the change is felt immediately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Clean up controller settings test captures and formatting
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* 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>
* network: handle SO_NBIO on non-Windows hosts
Setsockopt only translated the guest SOL_SOCKET/SO_NBIO (0x1200) option
under _WIN32; other hosts rejected it with ENOPROTOOPT. FMOD Studio's Live
Update listener sets SO_NBIO, so on Linux its socket setup failed and the
Studio async manager latched FMOD_ERR_NET_CONNECT. Every blocking Studio
call then failed: loadBankFile returned FMOD_ERR_NOTREADY for all banks,
leaving the game silent and stuck on the splash screen waiting for
RuntimeManager.HaveAllBanksLoaded (PPSA28997).
Toggle O_NONBLOCK with fcntl on non-Windows hosts.
* network: map connection errors from POSIX socket calls
ConvertHostSocketError only covered a handful of errno values on
non-Windows hosts, so anything else reached the guest as EIO. With
SO_NBIO now honoured there, a nonblocking connect() that is still in
progress returned EIO instead of EINPROGRESS (and EALREADY on retry).
Map the same connection and network errors the Windows branch already
translates.
* network: share nonblocking socket error handling
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
launcher: configure and preview controller lightbar color
Add an optional lightbar color to launcher settings and pass it to the emulator with --controller-color. Preview changes on RGB gamepads, handle controller hotplug events, and restore the saved color when settings dialogs close. Release launcher preview handles when starting a game.
Co-authored-by: m66401970-eng <m66401970@gmail.com>
* audio: play pad speaker ports on the DualSense speaker
Route the right channel to the speaker with the audio-control values the Linux hid-playstation
driver uses without headphones, and fall back to the main output while no DualSense audio device
is active. Also stop the previous DualSense's rumble when another DualSense becomes active.
* audio: harden DualSense speaker routing and fallback
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* libs: fix CP932 iconv conversion on Windows and macOS
SDL3's SDL_SYSTEM_ICONV build option defaults off on Windows and macOS,
so SDL falls back to its own bundled iconv there, which only implements
ASCII/Latin-1/UTF/UCS. SDL_iconv_open("UTF-8", "CP932") always failed as
a result, crashing games that convert Shift-JIS strings via
sceCesMbcsStrToUtf8Str (e.g. save-data dialogs).
Add a small CesIconv shim selected at compile time: Windows converts one
character at a time via the Win32 codepage-932 APIs, replicating
SDL_iconv's chunked semantics and error codes; macOS calls real POSIX
iconv directly, since libiconv is always present there and does support
CP932, unlike SDL's fallback. Linux is untouched, since SDL already
links real system iconv by default there.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
* libs: fix SaveDataDialog infinite loop on save
SaveDataDialogOpen() jumped straight from SAVE_STATUS_INITIALIZED (1) to
SAVE_STATUS_FINISHED (3), skipping SAVE_STATUS_RUNNING (2) entirely. At
least one title's save-write dialog stage only accepts a FINISHED status
after observing a RUNNING poll first; without it, the title assumed the
Open() request never took effect and re-issued it forever, hanging the
save flow (this only became visible once the CP932 crash above stopped
masking it).
Open() now starts the dialog as RUNNING. UpdateStatus() advances the
state machine, reporting RUNNING once before flipping to FINISHED for
subsequent polls; GetStatus() is untouched, staying a pure peek with no
side effects, matching the real SDK's pump-vs-peek split between the two
calls.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
* Add iconv linking to macOS
* Fix missing macOS iconv link for tests
* Fix CP932 edge cases and save dialog status consistency
---------
Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* audio: play DualSense haptics from vibration audio ports
Games drive the DualSense's actuators through a vibration audio port, one channel per actuator.
These ports had no device, so their samples were dropped. Over USB the DualSense is a 4-channel
audio device whose back channels feed the actuators; play the port's samples there through SDL.
The device is looked up while the port plays, so the controller can be connected at any time. The
queue keeps about the latency of the regular audio path, with the playback rate nudged by up to 3%
when the port is fed off real time.
While haptic audio plays, hold a DualSense's rumble at zero: SDL disables audio haptics whenever
rumble is non-zero.
Add pad_haptics tests for the sample conversion, device-name matching and rate correction.
* Simplify DualSense audio haptics and restore idle rumble
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* AvPlayer: advance the shared audio-master clock after final audio frame
* AvPlayer: initialize padded NV12 planes with neutral black
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* capture PCM at set time when ports share a buffer
* Snapshot size limit and open device check
* Fall back to PCM pointer on stale snapshot
* audio: own AudioOut2 PCM at attribute set time
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* audio: support standard NGS2 PCM16 sampler playback
Extend the existing fixed-point PCM path to standard samplers, loops, and progress reporting. Apply voice events immediately and honor callback interruption during source advancement.
Reuse upstream rate and pitch handling. Add regression coverage for streaming, routing, callbacks, loops, and custom sampler controls; ngs2_sampler passes.
* audio: apply NGS2 rear low-pass filters
Handle rear low-pass FCQ controls at the output sample rate with per-channel history and channel masks. Preserve filter tails through streaming gaps and use the standard pi constant for coefficients.
Add regression coverage for frequency response, control layout, channel isolation, and starvation/refill continuity. Emulator build and both audio test suites pass.
* Preserve resampling phase for accepting voices
Only reset voice.sample_phase when there are no blocks and the voice does not accept blocks (change in src/libs/ngs2.cpp). Add TestResamplingPhaseAfterStarvation to tests to ensure sampler and custom sampler retain resampling phase and pending source advancement after starvation, and that SetupSampler still resets the phase. This prevents resampling phase loss during starvation/refill across sample rates.
* audio: correct sampler controls, lifecycle, and filter tails
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* audio: keep blocking AudioOut writes on an even cadence
The blocking queue check only enforced a minimum cushion, so the guest
could queue a burst of buffers and then be blocked for the whole cushion.
Measured on PPSA03647, intervals between guest writes alternated between
0 ms and ~44 ms instead of one 5.33 ms buffer period, while the average
rate stayed correct at 48000 frames/s. Mixers that run on a timer cannot
track that cadence and the music turns slow and warbling.
Keep the cushion as-is, but also hold writes to the buffer period, and
skip that wait when the stream is running low so it cannot underrun.
Intervals become ~5.4 ms with microsecond-level deviation and the menu
music plays correctly.
* audio: reuse output clock after SDL queue priming
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
The per-frame ACB submit, indirect dispatch, reset-queue and patch-address
parameter dumps, and the flip-pending poll, are logged only with the graphics
debug dump, the way the DCB submit path already is. Otherwise they were about
7.5 MB of log a minute in the Spider-Man world.