Add audio-fidelity validator + fix mirror render under-run
Build coop_audio_validate, a tool that turns "the mirror audio sounds off" into numbers. It plays a known sine (coop_tone, 44.1 kHz on a 48 kHz endpoint -- the Godot/Brotato case), injects the hook as the host does, and runs a fidelity analyzer (coop/tone_analysis.hpp: pitch error in cents, SNR/THD, click + dropout counts), dumping a .wav to listen to. Modes: --render drives the real AudioMirror and measures its rendered output; --baseline/--selfcheck give the measurement floor; --listen <pid> records a live coop_host's output; --wav analyzes a recording. Analyzer + WAV I/O are unit-tested (tone_analysis_test) against synthesized defects. Using it, the capture ring measures pristine (~68 dB, 0 gaps) while the render path dropped to ~18 dB with gaps -- localizing a real defect in AudioMirror::run_hooked: it re-primed (withheld the feed until ~30 ms had rebuffered) on any partial fill (to_write < avail). A partial fill is normal producer jitter, and withholding the feed drains the device, so a one-frame ring dip became a full ~30 ms drop-out; on a jittery game it fired constantly. Fix: feed whatever is available each tick and re-prime only on a genuine starvation (device empty AND ring empty). The policy is factored into a pure RenderPacer reused by run_hooked + run_loopback and proven by render_pacer_test (the old policy withholds available data ~168x and drains to one period from silence on a jittery schedule; the new one never withholds). ctest 17/17. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -11,6 +11,7 @@
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#include "audio/audio_mix.hpp"
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#include "audio/process_loopback_capture.hpp"
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#include "audio/render_pacer.hpp"
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namespace coop
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{
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@@ -480,8 +481,8 @@ AudioMirror::HookedResult AudioMirror::run_hooked(AudioRingHeader* const* rings)
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channels_.store(channels, std::memory_order_relaxed);
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const size_t frame_bytes = block_align;
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const size_t prime_bytes = frame_bytes * (rate * 30 / 1000); // ~30 ms before feeding
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bool primed = false;
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RenderPacer pacer;
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pacer.prime_frames = rate * 30 / 1000; // ~30 ms cushion before feeding
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// Mixing scratch (only used when >1 same-format stream is active): a per-stream
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// temp buffer and a float accumulator sized to the render buffer.
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@@ -526,14 +527,9 @@ AudioMirror::HookedResult AudioMirror::run_hooked(AudioRingHeader* const* rings)
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const std::uint32_t ring_bytes = audio_ring_available(*primary);
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buffered_ms_.store(static_cast<unsigned>(ring_bytes / frame_bytes * 1000 / rate),
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std::memory_order_relaxed);
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if (!primed && ring_bytes >= prime_bytes)
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const UINT32 have = static_cast<UINT32>(ring_bytes / frame_bytes);
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const UINT32 to_write = pacer.pump(avail, have, padding);
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{
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primed = true;
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}
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if (primed && avail > 0)
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{
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const UINT32 have = static_cast<UINT32>(ring_bytes / frame_bytes);
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const UINT32 to_write = std::min(avail, have);
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if (to_write > 0)
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{
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// Active streams = same format as primary (so they can be summed).
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@@ -580,10 +576,7 @@ AudioMirror::HookedResult AudioMirror::run_hooked(AudioRingHeader* const* rings)
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render->ReleaseBuffer(to_write, 0);
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}
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}
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if (to_write < avail)
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{
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primed = false; // ran dry; rebuffer before resuming
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}
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// pacer.pump() already re-primed (or not) per the under-run policy.
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}
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}
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@@ -717,10 +710,10 @@ bool AudioMirror::run_loopback(DWORD pid, AudioRingHeader* promote_ring)
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const size_t frame_bytes = fmt->nBlockAlign;
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ByteRing ring;
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ring.init(frame_bytes * fmt->nSamplesPerSec); // ~1 s of slack
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// Build ~30 ms of buffer before feeding the renderer, and rebuild it after
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// an underrun, so brief capture gaps don't continuously glitch.
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const size_t prime_bytes = frame_bytes * (fmt->nSamplesPerSec * 30 / 1000);
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bool primed = false;
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// Build ~30 ms of buffer before feeding the renderer, and rebuild it only after a
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// genuine under-run (see RenderPacer), so brief capture gaps don't continuously glitch.
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RenderPacer pacer;
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pacer.prime_frames = fmt->nSamplesPerSec * 30 / 1000;
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// Capture pushes packets straight into the render ring.
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if (!capture.start(pid, fmt, [&ring, frame_bytes](const BYTE* data, UINT32 frames, bool silent) {
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@@ -775,26 +768,15 @@ bool AudioMirror::run_loopback(DWORD pid, AudioRingHeader* promote_ring)
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buffered_ms_.store(
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static_cast<unsigned>(ring.available() / frame_bytes * 1000 / fmt->nSamplesPerSec),
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std::memory_order_relaxed);
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if (!primed && ring.available() >= prime_bytes)
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const UINT32 have = static_cast<UINT32>(ring.available() / frame_bytes);
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const UINT32 to_write = pacer.pump(avail, have, padding);
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if (to_write > 0)
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{
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primed = true;
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}
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if (primed && avail > 0)
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{
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const UINT32 have = static_cast<UINT32>(ring.available() / frame_bytes);
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const UINT32 to_write = std::min(avail, have);
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if (to_write > 0)
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BYTE* dst = nullptr;
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if (SUCCEEDED(render->GetBuffer(to_write, &dst)))
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{
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BYTE* dst = nullptr;
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if (SUCCEEDED(render->GetBuffer(to_write, &dst)))
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{
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ring.pop(dst, static_cast<size_t>(to_write) * frame_bytes);
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render->ReleaseBuffer(to_write, 0);
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}
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}
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if (to_write < avail)
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{
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primed = false; // ran dry; rebuffer before resuming
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ring.pop(dst, static_cast<size_t>(to_write) * frame_bytes);
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render->ReleaseBuffer(to_write, 0);
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}
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}
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}
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64
host/src/audio/render_pacer.hpp
Normal file
64
host/src/audio/render_pacer.hpp
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@@ -0,0 +1,64 @@
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// The render-feed pacing policy for the audio mirror, factored out of AudioMirror so it can
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// be unit-tested against synthetic producer cadences (tests/render_pacer_test.cpp) -- the same
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// "reuse the shipping logic in a headless test" approach as rate_estimator.
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//
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// The mirror consumes a ring the injected hook fills (the game's render frames) and re-renders
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// it to the output device. Producer and consumer run on independent threads/clocks, so the ring
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// level jitters. The pacing rule:
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// 1. Build a cushion (prime_frames) before the first write, so brief producer hiccups don't
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// immediately starve the device.
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// 2. Each device tick, write whatever is available (a partial fill is fine -- WASAPI keeps
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// playing the already-buffered audio; we just top it up next tick).
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// 3. Re-prime (rebuild the cushion) ONLY on a genuine starvation: the device buffer fully
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// drained AND the ring is empty. Crucially, do NOT re-prime on a mere partial fill.
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//
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// Rule 3 is the whole point. The original code re-primed whenever it couldn't completely fill
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// the free buffer space that tick (`to_write < avail`); that withholds the feed until ~30 ms
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// has rebuffered, which DRAINS the device and manufactures the very ~30 ms silence gap it meant
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// to avoid -- turning a one-frame ring dip into a full drop-out. On a jittery game that fired
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// constantly, producing the choppy / "metallic" mirror audio. coop_audio_validate quantifies it.
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#pragma once
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#include <algorithm>
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#include <cstdint>
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namespace coop
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{
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struct RenderPacer
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{
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std::uint32_t prime_frames = 0; // cushion to (re)build before playback resumes
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bool primed = false;
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// Decide how many frames to write into the device buffer this tick.
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// avail = free space in the device buffer (render_frames - padding)
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// have = frames currently available in the ring
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// padding = frames still queued in the device buffer (0 = it has drained / under-run)
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// Returns the frame count to write (0 while still priming or when the ring is empty).
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std::uint32_t pump(std::uint32_t avail, std::uint32_t have, std::uint32_t padding)
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{
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if (!primed && have >= prime_frames)
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{
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primed = true;
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}
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if (!primed)
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{
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return 0; // still building the initial / post-starvation cushion
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}
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const std::uint32_t to_write = std::min(avail, have);
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// Genuine starvation only: the device emptied and the ring has nothing to give.
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// A partial fill (have < avail) is normal jitter and must NOT trigger a re-prime.
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if (padding == 0 && have == 0)
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{
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primed = false;
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}
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return to_write;
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}
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void reset()
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{
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primed = false;
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}
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};
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} // namespace coop
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