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Messages - Graphene

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61
m4a(AAC codec) is already supported. m4a may also be used as container for ALAC codec, that is not supported yet.

Isn't that library encoder only? I don't think I will be adding support for legacy ATRAC versions since Vita has very efficient ATRAC9 hardware decoder and it is already supported. ATRAC9 is better than legacy ATRAC versions in every way.

I'll consider adding ape, wma and support for playlist/cue files.

Internet streaming is currently out of scope of this project, maybe in the far future.

62
Updated to v3.50:

ElevenMPV-A v3.50 Update Full Changelog:

Performance:

1. Use event flags instead of booleans. This should reduce CPU load even further when app is in background, since all unused threads are put in wait state.
2. Decreased app boot time (now using GXT textures).
3. Config file are now saved only when application is closed to reduce IO load. This should remove occasional stutters when changing EQ mode while software decoding is performed.
4. FPS cap is now automatically switched to 60 when browsing files/in settings and to 30 when in music player to reduce unnecessary CPU load.
5. Simplified exiting procedure, sceAppMgrQuitForNonSuspendableApp() is used now.
6. Use official pvf system font.

New features:

1. Game and theme BGM will now be resumed if you deactivate app without music playback.
2. Power saving.

   - Vita will automatically suspend if playback haven't been resumed after pausing it.
   - That feature can be enabled or disabled from settings menu.
   - Time period before power saving feature is activated can be adjusted in Settings -> Power Saving -> Suspend Timer.

3. Interactive notifications.

   - Notifications can be enabled or disabled from settings menu. You can also set certain notification features in official settings, Settings -> Notifications.
   - Notifications display playback status, current track name, artis (if present), track order, current track time.
   - You can stop playback or exit from ElevenMPV-A from notifications menu, press *** -> Cancel

UI and controls:

General:

1. Reorganized settings menu.

Music player:

1. Motion controls.

   - Motion controls can be enabled or disabled from settings menu.
   - Following motion gestures are available:
      "Next": tilt Vita to the right, then return to horizontal position
      "Previous": tilt Vita to the left, then return to horizontal position
      "Pause/play": turn Vita upside down, then return to horizontal position
   - Time before motion gesture recognition is interrupted can be set set in Settings -> Motion Controls -> Timeout. For example, if that value is set to 5 sec, when you tilt your Vita to the right and wait for 5 seconds before returning it to horizontal position, "Next" motion gesture will not be recognized.
   - Angle at wich motion gestures will be recognized can be changed in Settings -> Motion Controls -> Angle Threshold.
   - Motion controls can be used in power save mode.
   - Motion controls are not available on PS TV.
2. Metadata strings is now not converted to uppercase (why was that even a thing?)
3. Current track number and total amount of tracks in the folder are now displayed on the music player screen

Bugfixes:

1. Fixed an issue that caused player to crash whith certain files.

63
libvita2d_sys has been updated!

New:

- Updated to accomodate changes in DolceSDK.
- JPEG decoder can now be initialized to use main memory. Specify 0 for useMainMemory to use phycont memory or 1 to use main user memory.
Note that using phycont memory results in faster decoding process, so use main memory only when phycont memory is not available.

Changed:

- Memory for GXM render target is now allocated explicitly.

64
Added full library header.

65
SceNotificationUtil is sysmodule that allows applications to send notifications, simple-type and progress-type(BGDL).

Full libraries header here: https://github.com/GrapheneCt/Vita-PoC/blob/master/notificationutil.h

PoC BGDL-type notification here: https://github.com/GrapheneCt/Vita-PoC/blob/master/SceNotificationUtil_BGDL_PoC.c

Some notes:

1. Most of the text buffers can be intentionally overflown to allow for more text.
2. Since SceNotificationUtil is just a wrapper for SceShellSvc, it is highly possible that reimplementing some of it's functions will allow for more customization (such as enabling "Pause" button for BGDL-type and custom icons).
3. If you are using notifications with app that uses vita2d or vita2d_sys, notification functions must be called from separate dedicated thread, otherwise SceShellSvc will get stuck in internal loop for unknown reasons.

66
New:

sceTextClipboard operations:

sceShellUtilTextClipboardGetUsedSize()

Information Bar control:

sceShellUtilSetTimeText()
sceShellUtilSetAirplaneIconMode()
sceShellUtilSetBtIconMode()

and some other functions...

67
libvita2d_sys has been updated!

New:

- GXT textures are now supported. All GXT texture formats are supported, including compressed textures. Since single gxt file can contain multiple textures, loading and freeing procedures differ from the standard ones, more info in example below.
- Added vita2d_JPEG_decoder_initialize_with_params() - can be used to reduce memory footprint of JPEG decoder (by default decoder is initialized with max size for all buffers).

Changed:

- Changed fw version in shared fb init procedure to 3.57.

GXT textures usage example:

In this example, gxt file contains 3 textures:

vita2d_texture *tex1, *tex2, *tex3;

/* Load master texture. For this texture, index value must be 0. Set io_type to 1 if you are loading from FIOS2 overlay */

tex1 = vita2d_load_GXT_file("app0:texture.gxt", 0, 0);

/* Load slave textures. Index value depends on the file order set when creating gxt file */

tex2 = vita2d_load_additional_GXT(tex1, 1);
tex3 = vita2d_load_additional_GXT(tex1, 2);

.
.
.

/* Slave textures must be unloaded first. Master texture must be unloaded last. */

vita2d_free_texture(tex3);
vita2d_free_texture(tex2);
vita2d_free_texture(tex1);

68
Updated to v3.00:

ElevenMPV-A v3.00 Update Full Changelog:

Performance:

1. Redistributed CPU load to achieve best possible performance for software decoding. Performance in games is not affected by ElevenMPV-A.
2. Various small performance improvements.
3. Textures are stored in .psarc archive.

Supported formats, hardware decoding:

1. Added support for hardware decoding (Codec Engine, decoding is performed via SceShell) for the following codecs:
   - AAC (.m4a, .aac) (some .aac files may not play)
   - ATRAC9 (.at9)

2. Changed decoding to hardware decoding (Codec Engine, decoding is performed via SceShell) for the following codecs:
   - MP3 (.mp3)
   - WAV (.wav) playback
   
Performance of all of the codecs listed above should now be flawless even under the toughest conditions.

4. Enabled ARM NEON support for FLAC decoding.

New features:

1. Added the following devices to the device list:
   - grw0:
   - xmc0:
   
2. Added equalizer. Processing is always performed on hardware, even when decoding is performed on software. It is possible to change EQ mode during playback operation. Following EQ modes are available:
   - Off
   - Heavy
   - Pop
   - Jazz
   - Unique
   
3. Added "repeat all" playback mode.
4. If none of the playback modes are enabled, playback will be automatically finished when all files from the current directory has been played. This allows system to switch to sleep mode automatically.

UI and controls:

General:

1. Reimplemented touch controls using SceSystemGesture engine.
2. "Tap" gesture is now recognized when finger is released from the screen.
2. Added touch scrolling in file browser.
3. Added touch support for back button in file browser.
4. Added settings touch button in file browser.

Music player:

1. You can now control mixing volume for ElevenMPV-A from Quick Menu, similar to official Music application.
2. Support for cover pictures has been permanently removed due to extreme RAM constraints. Music player UI has been reorganized to accomodate this change.
3. Improved seeking procedure:
   - Touch the progress bar in any position to enter seek mode.
   - While in seek mode, you can move seek bar to any position you want, playback will not be interrupted. You can also move your finger away from the progress bar, seek mode will be maintained.
   - When you want perform seek operation, release your finger from the screen.
4. Added EQ button to the music player. You can also press SELECT button to open it.

69
libShellAudio has been updated:

Added:

shellAudioFinishForMusicPlayer()
shellAudioAutoSeekForMusicPlayer()
shellAudioSetALCModeForMusicPlayer()
shellAudioSetVolumeForMusicPlayer()

70
libShellAudio has been updated:

Changed:

shellAudioSetParam1ForBGM() -> shellAudioSetVolumeForBGM()
shellAudioGetSomethingForMusicPlayer1() -> shellAudioGetSqliteBufferForMusicPlayer()
shellAudioGetSomethingForMusicPlayer2() -> shellAudioGetMetadataForMusicPlayer()
shellAudioGetSomethingForMusicPlayer3() -> shellAudioGetPlaybackStatusForMusicPlayer()

Added:

shellAudioInitializeForShell()
shellAudioFinishForBGM()
shellAudioGetStatusForMusicPlayer()
shellAudioLockForMusicPlayer()
shellAudioSendSqliteBufferForMusicPlayer()

71
PS Vita / Re: [Release] BGFTP - Background FTP server
« on: May 15, 2020, 08:26:00 PM »
Updated to v2.0:

- Performance improvement
- Added network connection check before launch

72
Since this library uses currently undocumented SceShellSvc_B31E7F1C function, stub for it must be generated manually, for example with dolce_gen_libs.

73
libShellAudio

ShellAudio is PS Vita library that is a result of reverse engineering Sony's static library that is used in system applications and Music application to play audio files using SceShell resources.

https://github.com/GrapheneCt/libShellAudio

suprx module version: https://github.com/GrapheneCt/libShellAudio/releases

Features:
1. Very easy to use.
2. Doesn't use any of the resources allocated to the application.
3. All decoding is performed on Codec Engine.
4. Supports EQ, different repeat modes, shuffle mode.
5. When in music mode, volume can be controlled with "Music" slider from quick menu.

Supported codecs:
1. MP3 (.mp3)
2. AAC (.m4a, .aac)
3. ATRAC9 (.at9)
4. WAV (.wav)

Examples of usage:

1. Application BGM (NOTE: in param.sfo, ATTRIBUTE flag ENABLE BGM PROXY must be set to 1)

shellAudioInitializeForBGM(0);
SceShellSvcAudioCustomOpt optParams;
sceClibMemset(&optParams, 0, 0x10);
optParams.flag = -1;
shellAudioSetAudioForBGM("pd0:data/systembgm/near.at9", &optParams);
shellAudioSetVolumeForBGM(0x4E20);
shellAudioSetParam2ForBGM(1);
shellAudioSendCommandForBGM(SCE_SHELLAUDIO_DEFAULT, 0);

2. Music player with jazz EQ:

shellAudioInitializeForMusicPlayer(0);
shellAudioSendCommandForMusicPlayer(SCE_SHELLAUDIO_STOP, 0);
shellAudioSetAudioForMusicPlayer("pd0:data/systembgm/near.at9", NULL);
shellAudioSendCommandForMusicPlayer(SCE_SHELLAUDIO_PLAY, 0);
shellAudioSetEQModeForMusicPlayer(SCE_SHELLAUDIO_EQ_JAZZ);


74
Added info related to audio playback via SceShell.

75
PS Vita / [Release] MARISA HighLow PS Vita
« on: May 05, 2020, 01:50:46 AM »
MARISA HighLow port for PS Vita



Download: https://github.com/GrapheneCt/MARISA-HighLow-PSV/releases

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