Mapping the sceAudioInput syscall

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lteixeira
Posts: 14
Joined: Fri Jul 14, 2006 6:22 am
Location: Portugal

Mapping the sceAudioInput syscall

Post by lteixeira »

Hi,

Is there any work done so far in extending the existing libraries to include the sceAudioInput, sceAudioGetInputLength, sceAudioInputBlocking and sceAudioInputInit system calls? The existing versions of the libraries don't seem to cover these yet.. Implementing the binding to these system calls and hardware counterpart (figuring out the microphone pins) would be of some interest.

Thanks.

lteixeira
jimparis
Posts: 1145
Joined: Fri Jun 10, 2005 4:21 am
Location: Boston

Re: Mapping the sceAudioInput syscall

Post by jimparis »

lteixeira wrote:Is there any work done so far in extending the existing libraries to include the sceAudioInput, sceAudioGetInputLength, sceAudioInputBlocking and sceAudioInputInit system calls? The existing versions of the libraries don't seem to cover these yet.. Implementing the binding to these system calls and hardware counterpart (figuring out the microphone pins) would be of some interest.
See, for example, http://forums.ps2dev.org/viewtopic.php?t=4548

As far as I know, nobody's figured out the details of those functions yet. I would expect that they are similar to the corresponding output functions, and shouldn't be too hard to figure out, either by trial and error or by looking at how Socom uses them.
lteixeira
Posts: 14
Joined: Fri Jul 14, 2006 6:22 am
Location: Portugal

Post by lteixeira »

Relative to the microphone, the Socom headset shows pretty good evidence that the analog microphone input is the 4th ring in the stereo jack, so it should be quite easy to adapt a regular pc headset to this kind of jack. Now what is the most important is to figure out the parameters of the audio input system calls and patch the libpspaudio library.

lteixeira
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