The setting does not actually define the channels themselves, only the downmix option that the PS3 provides.
Channels might be changed seperately in the future.
- use CELL_AUDIO_BLOCK_32 where possible
- use CELL_AUDIO_BLOCK_SAMPLES where possible
- remove redundant logging
- return CELL_AUDIO_ERROR_AUDIOSYSTEM in cellAudioGetPortConfig (probably unreachable code anyway)
- return CELL_AUDIO_ERROR_PORT_OPEN in cellAudioPortOpen
- stub cellAudioSetPersonalDevice cellAudioUnsetPersonalDevice and cellAudioMiscSetAccessoryVolume
- Multiple header files where missing #includes to other headers that
where used in the header. Correct header was included in correct
order in source files which caused everything to compile.
- Added missing #includes so header files correctly include all their
dependencies and fixes problems with IDEs being unable to parse
headers correctly due to missing symbols
Increase untouched buffer timeout when some of the buffers have been
touched. Might improve audio quality on games that suffered from
miniscule popping even when buffering was enabled (such as DeS).
In addition, made time stretching algorithm slightly more aggressive.
Includes some other tiny tweaks as well.
Also renames "AudioThread" to "AudioBackend". The new name is more
descriptive of what the class really is responsible for, since the
backends are not responsible for managing the audio thread.
NOTE: Right now only XAudio2 is supported