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>
This commit is contained in:
2026-06-23 00:36:20 +02:00
parent 04dcd0f41e
commit 21f62d8288
10 changed files with 1899 additions and 35 deletions

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tests/render_pacer_test.cpp Normal file
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// Unit test for the audio-mirror render pacing policy (host/src/audio/render_pacer.hpp).
//
// Reproduces, deterministically and with no audio device, the under-run bug coop_audio_validate
// found live: the mirror re-rendered the captured ring to the output device, and the OLD policy
// re-primed whenever it couldn't completely fill the free buffer that tick (`to_write < avail`).
// Re-priming withholds the feed until ~30 ms has rebuffered, which drains the device and
// manufactures a silence gap -- so a one-frame ring dip became a full drop-out. On a jittery
// producer that fired constantly, giving the choppy / "metallic" mirror audio.
//
// The test simulates a producer/consumer device timeline (the ring fills in bursts; the device
// drains a fixed amount each tick) and counts under-runs (ticks the device buffer empties =
// audible silence). It asserts the shipping RenderPacer rides through jitter that makes the OLD
// policy glitch repeatedly, and that neither policy glitches on a steady producer (no regression).
#include <algorithm>
#include <cstdint>
#include <cstdio>
#include <vector>
#include "audio/render_pacer.hpp"
using namespace coop;
namespace
{
int g_failures = 0;
void check(bool ok, const char* what)
{
if (ok)
{
std::printf(" ok: %s\n", what);
}
else
{
std::printf("FAIL: %s\n", what);
++g_failures;
}
}
// The original policy: re-prime on any partial fill (`to_write < avail`). Kept here only to
// contrast against the shipping RenderPacer.
struct LegacyPacer
{
std::uint32_t prime_frames = 0;
bool primed = false;
std::uint32_t pump(std::uint32_t avail, std::uint32_t have, std::uint32_t /*padding*/)
{
if (!primed && have >= prime_frames)
{
primed = true;
}
if (!primed)
{
return 0;
}
const std::uint32_t to_write = std::min(avail, have);
if (to_write < avail)
{
primed = false; // the bug: a partial fill forces a full re-prime
}
return to_write;
}
};
struct SimResult
{
int underruns = 0; // device couldn't supply a full period (audible silence)
std::uint32_t min_headroom = 0; // smallest device-buffer level seen after warm-up (cushion left)
int withheld = 0; // ticks the policy refused to feed though the ring had >=1 period
};
// Run one policy over a producer schedule, modelling an event-driven WASAPI render client.
// render_frames = device buffer size (frames); period = frames the device plays per device tick.
// Each tick: the game pushes producer[t] into the ring; the device plays a period (silence if it
// can't); the policy refills in response to the buffer event. Reports under-runs plus two
// non-marginal signals: the minimum cushion the policy maintained, and how often it withheld
// data it actually had (the old re-prime policy's defining pathology).
template <class Pacer>
SimResult simulate(Pacer pacer, const std::vector<std::uint32_t>& producer, std::uint32_t render_frames,
std::uint32_t period)
{
std::uint32_t device = 0; // frames queued in the device buffer
std::uint64_t ring = 0; // frames available in the ring
SimResult res;
res.min_headroom = render_frames;
bool warming = true; // ignore the initial fill-up before playback starts
for (std::size_t t = 0; t < producer.size(); ++t)
{
ring += producer[t]; // the game pushed this tick's frames into the ring
// The device plays a period; its event then fires asking for more. If the buffer
// can't supply a full period, the renderer plays silence -- an audible under-run.
if (!warming)
{
if (device >= period)
{
device -= period;
}
else
{
++res.underruns;
device = 0;
}
}
// Refill in response to the event.
const std::uint32_t padding = device;
const std::uint32_t avail = render_frames - device;
const std::uint32_t have = static_cast<std::uint32_t>(std::min<std::uint64_t>(ring, render_frames));
std::uint32_t w = pacer.pump(avail, have, padding);
w = std::min(w, avail);
w = static_cast<std::uint32_t>(std::min<std::uint64_t>(w, ring));
device += w;
ring -= w;
if (w > 0)
{
warming = false; // playback has begun
}
if (!warming)
{
res.min_headroom = std::min(res.min_headroom, device);
if (w == 0 && have >= period && avail >= period)
{
++res.withheld; // had at least a period to give and room to put it -- but didn't
}
}
}
return res;
}
// A clock-locked jittery producer: it owes `period` frames every tick but its audio thread
// briefly stalls (delivers 0 for 2 of every 7 ticks), then catches up the backlog -- never
// running ahead (it is rate-locked to the device, like a real game). Long-run mean = period,
// so the ring level doesn't drift; the stalls are pure timing jitter. A 2-tick stall is within
// the cushion, so a policy that simply tops up rides it. The old re-prime-on-partial-fill policy
// instead freezes the feed for the whole rebuffer window each stall, draining the device -> gaps.
std::vector<std::uint32_t> jittery_schedule(std::uint32_t period, int ticks)
{
std::vector<std::uint32_t> p;
p.reserve(ticks);
std::uint64_t owed = 0;
const std::uint32_t catch_up = period * 7 / 5; // 1.4x: clears the 2/7 stall backlog, but no faster
for (int t = 0; t < ticks; ++t)
{
owed += period;
const std::uint32_t cap = (t % 7 < 2) ? 0u : catch_up; // stall 2/7 ticks, else catch up gently
const std::uint32_t deliver = static_cast<std::uint32_t>(std::min<std::uint64_t>(owed, cap));
owed -= deliver;
p.push_back(deliver);
}
return p;
}
} // namespace
int main()
{
constexpr std::uint32_t kPeriod = 480; // 10 ms @ 48 kHz device tick
constexpr std::uint32_t kRender = 2400; // 50 ms device buffer (5 periods)
constexpr std::uint32_t kPrime = 2400; // prime the full buffer before playing
// --- Steady producer: exactly one period per tick. Neither policy should glitch. -----
{
std::vector<std::uint32_t> steady(400, kPeriod);
RenderPacer np;
np.prime_frames = kPrime;
LegacyPacer lp;
lp.prime_frames = kPrime;
const SimResult n = simulate(np, steady, kRender, kPeriod);
const SimResult l = simulate(lp, steady, kRender, kPeriod);
check(n.underruns == 0, "steady: new policy has no under-runs");
check(l.underruns == 0, "steady: old policy also clean (no regression from the fix)");
std::printf(" (steady: new under-runs=%d old=%d)\n", n.underruns, l.underruns);
}
// --- Jittery producer: the bug case. New keeps the buffer fed; old withholds + starves. -
{
const auto sched = jittery_schedule(kPeriod, 400);
RenderPacer np;
np.prime_frames = kPrime;
LegacyPacer lp;
lp.prime_frames = kPrime;
const SimResult n = simulate(np, sched, kRender, kPeriod);
const SimResult l = simulate(lp, sched, kRender, kPeriod);
std::printf(" (jittery: NEW under-runs=%d min_headroom=%u withheld=%d)\n", n.underruns,
n.min_headroom, n.withheld);
std::printf(" (jittery: OLD under-runs=%d min_headroom=%u withheld=%d)\n", l.underruns,
l.min_headroom, l.withheld);
// The defining pathology, measured directly (not timing-marginal): the old policy refuses
// to feed data it has, repeatedly; the new policy never withholds once playing.
check(n.withheld == 0, "jittery: new policy never withholds available data");
check(l.withheld >= 10, "jittery: old policy withholds available data repeatedly (the bug)");
// And that withholding drives the device buffer to the brink: the old policy drains the
// cushion to zero (one stutter away from silence) while the new keeps real headroom.
check(l.min_headroom < n.min_headroom, "jittery: old policy keeps far less buffer headroom");
check(n.min_headroom >= kPeriod, "jittery: new policy always keeps >=1 period of cushion");
}
// --- pump() never writes past the free space or the ring contents --------------------
{
RenderPacer p;
p.prime_frames = 100;
p.primed = true;
check(p.pump(50, 1000, 200) == 50, "pump clamps to avail");
check(p.pump(1000, 30, 200) == 30, "pump clamps to have");
}
// --- Genuine starvation re-primes; a partial fill does not ---------------------------
{
RenderPacer p;
p.prime_frames = 100;
p.primed = true;
(void)p.pump(480, 50, 240); // partial fill (have<avail) but device still has padding
check(p.primed, "partial fill keeps primed (no manufactured gap)");
(void)p.pump(1440, 0, 0); // device drained AND ring empty -> genuine starvation
check(!p.primed, "true starvation (padding==0 && have==0) re-primes");
}
if (g_failures == 0)
{
std::printf("PASS render_pacer_test\n");
return 0;
}
std::printf("FAILED render_pacer_test (%d)\n", g_failures);
return 1;
}