Phase 4 + WP3.2 of design/audio-quality-and-latency.md.
**The defect.** Every client ring primed *up* to a target and clamped at a ceiling, and none
walked the depth back *down*. Any transient — a Wi-Fi arrival burst, a host stall, or plain
host-DAC-vs-client-DAC skew of a few dozen ppm — therefore added latency permanently, until
an underrun happened to re-prime. Android, with no shed at all, converged on its 120 ms hard
cap and stayed there for the rest of the session; that is the "audio latency is too high"
report. Apple did shed, 40 ms in one go, which its own comment called "one audible blip".
All four now share `punktfunk_core::audio::JitterPolicy`: depths in MILLISECONDS rather than
device quanta (`3 x quantum` meant 15 ms at a 5 ms quantum and a silent 64 ms at a 20 ms
one), a crossfaded 5 ms shed once the depth average has sat above target for 2 s of consumed
audio, and de-prime hysteresis. Linux and Windows had never had that hysteresis — they still
carried the `if ring.is_empty()` instant re-prime that Android identified as self-inflicted
crackle, where one transient drain manufactured a whole target's worth of silence.
Android's floor drops 40 -> 25 ms: the policy grows the target on the devices that actually
underrun, instead of every device pre-paying for the worst one. The Windows ring moves from
raw bytes to interleaved f32 so it can share the policy and the crossfade helper at all.
Apple is the one client where the policy is hand-written in a second language, so it gets
its own XCTest (`AudioRingDriftTests`). Verified here by compiling `AudioRing.swift`
standalone against a simulation harness — +200 ppm for 5 minutes settles at 30 ms with zero
silent callbacks, where the old ring would have ridden its 80 ms high-water mark.
**WP3.2 — recovery lives in core, not in the clients.** The rebuilt frame is re-inserted into
the demux queue in order, so every embedder (including any C-ABI consumer) gets a complete
stream without knowing the `0xD2` plane exists, and their `AudioGapTracker` simply stops
seeing the gap. `recovery_and_the_gap_tracker_agree` pins exactly that. For the same reason
core advertises CLIENT_CAP_AUDIO_RED itself rather than making four embedders remember to.
Verified: clippy --all-targets -D warnings and the full test suites for punktfunk-core,
pf-client-core, punktfunk-host, pf-host-config under Linux/docker (163 + 61 tests);
punktfunk-client-android `cargo ndk check` for aarch64 with the gate proven non-vacuous by a
planted type error, and its 6 clippy findings confirmed IDENTICAL to the pristine file (all
are the documented arm64-only artifacts); AudioRing.swift type-checked and simulated on
macOS; fmt. The Windows client half (audio_wasapi.rs) is still not compile-verified anywhere.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The 0xC9 audio datagrams ride the lossy plane with no FEC, and no client ever
consulted the per-packet sequence: a lost 5 ms Opus packet played out as a hard
gap in the ring — an audible click/pop on every drop, i.e. constantly on the
Wi-Fi links where video loss is already being FEC-absorbed.
Now a shared `AudioGapTracker` (punktfunk-core::audio — pure data, wrap-safe,
unit-tested incl. u32 wraparound / reorder / duplicate cases) tells the decoder
how many packets went missing immediately before each received one, and both
native clients (pf-client-core PipeWire path, Android AAudio path) synthesize
that many frames of libopus packet-loss concealment first: `decode` with empty
input (the opus crate maps it to a NULL data pointer = PLC), sized by the last
real frame's sample count. Interpolated fade instead of a click.
Bounds: a gap is capped at 10 packets (50 ms) — libopus PLC fades to silence
after a few frames anyway, so past the cap the rings' existing underrun/re-prime
path takes over. Reorders and duplicates conceal nothing (the plane has no
reorder buffer; playing a late packet where it lands is the existing behaviour).
In-band Opus FEC (LBRR) is deliberately NOT used: the host sends 5 ms frames
and LBRR needs ≥10 ms frames to carry anything.
The cap is a crate-private const so cbindgen keeps it out of the C ABI header.
Host cargo tests + clippy green; android crate verified via cargo ndk check.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 5dc24a0 low-latency overhaul regressed badly on some phones. Every piece
of it — decoder ranking, per-SoC vendor keys, the async decode loop, pipeline
thread boosts, the ADPF max-performance bias, game-tagged AAudio, DSCP marking,
the Wi-Fi low-latency lock, HDMI ALLM and the forced TV mode switch — now rides
the "Low-latency mode (experimental)" toggle, default OFF. Off restores the
pre-overhaul pipeline byte-for-byte: the sync poll loop, the platform-default
decoder, and the original format keys (standard low-latency + blind Qualcomm
twin + priority=0 + operating-rate=MAX together).
- New pref key (low_latency_mode_experimental): the old key shipped default-ON,
so any install that ever saved settings persisted true — flipping the default
under the old key would leave exactly the regressed devices stuck on.
- DSCP is applied at socket creation, so the toggle reaches the transport via
NativeBridge.nativeSetLowLatencyMode → transport::set_dscp_default, called in
the connect choke point before nativeConnect; the core DSCP default reverts
to off everywhere.
- nativeStartAudio(handle, lowLatencyMode) gates AAudio usage=Game.
- VideoDecoders.pickDecoder now skips `.secure` decoder twins and decoders that
require FEATURE_SecurePlayback: they need a secure surface, and a secure twin
could out-score its plain sibling (only it advertising FEATURE_LowLatency),
which black-screens a clear stream.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Close the latency gap on the Android client with per-SoC decoder tuning, an
event-driven decode loop, and full system integration.
- Decoder selection: rank MediaCodecList decoders in Kotlin (hardware/vendor
preferred, software avoided, FEATURE_LowLatency probed) and create the chosen
one by name. Per-SoC low-latency keys gated on the codec-name prefix: Qualcomm
picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon;
MediaTek vdec-lowlatency set unconditionally. operating-rate = MAX (Qualcomm)
vs priority = 0 (else) are mutually exclusive. NVIDIA/Rockchip/Realtek have no
vendor key — covered by ranking + the standard low-latency key.
- Async decode loop: AMediaCodec async-notify replaces the poll loop, presenting a
decoded frame the instant it is ready instead of waiting out a poll interval.
Behind USE_ASYNC_DECODE with the synchronous loop kept for A/B during bring-up.
- System integration: Wi-Fi FULL_LOW_LATENCY lock and HDMI ALLM
(setPreferMinimalPostProcessing) for the stream's lifetime; game_mode_config.xml
opting out of OEM downscaling / FPS overrides.
- Pipeline: boost the data-plane pump + audio thread priorities, AAudio usage=Game,
DSCP marking on by default on Android, ADPF setPreferPowerEfficiency(false),
and setFrameRateWithChangeStrategy(ALWAYS) to force the HDMI mode switch on TV.
- lowLatencyMode master toggle (default on) as the escape hatch; the stats HUD now
shows the resolved decoder name.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three levers to lower and steady decode latency on Snapdragon (Adreno) devices:
- ADPF (Adaptive Performance Framework): a new dlsym-resolved hint session
(native/src/adpf.rs; API-33+, resolved at runtime so there's no build-time
link dependency and libpunktfunk_android.so still loads on API 31/32) tells
the CPU governor the video pipeline runs a per-frame real-time workload, so it
keeps those threads on fast cores at high clocks. It now covers all three
latency-critical threads — the pf-decode feed/drain/present loop, the core
data-plane pump (UDP receive + FEC reassembly), and the audio thread — via a
new generic hot-thread registry on NativeClient (register_hot_thread /
hot_thread_ids; the pump self-registers). The session is built lazily on the
first presented frame, since ADPF createSession rejects a set containing any
not-yet-live tid.
- operating-rate -> Short.MAX ("as fast as possible"): pushes the Qualcomm
decoder to run each frame at max clocks instead of merely sustaining the
display rate at a power-saving clock that adds per-frame decode latency.
- appCategory="game": makes the app eligible for OEM Game Mode / Game Dashboard
performance profiles.
The core registry is cross-platform (gettid on Linux/Android, a no-op
elsewhere) — no Android-specific pollution of the shared core. Host workspace +
64 core tests green; Android arm64-v8a + x86_64 (platform 31) build + clippy
clean. On-device Snapdragon validation pending.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- native: the 756-line session.rs becomes session/{mod,connect,input,planes}.rs
around a SessionHandle (connect lifecycle + trust, input plane shims, plane
start/stop + stats drain).
- Decode-stats sampling is HUD-gated (nativeSetVideoStatsEnabled): with the
overlay hidden the decode thread skips the per-AU clock read + lock; enabling
resets the measurement window.
- audio: the AAudio open path is a per-sharing-mode try_open closure — the
realtime callback state (ring, prime, free-list) is rebuilt per attempt, so a
failed exclusive-mode try can't leak state into the shared-mode retry.
- Kotlin: ConnectScreen/StreamScreen slimmed by extracting ConnectDialogs,
StatsOverlay and TouchInput.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds negotiated 5.1/7.1 surround to the punktfunk/1 protocol and every client
(previously stereo-only):
- core: new shared `audio` layout table (LAYOUT_51/71 + identity multistream
mapping, canonical wire order FL FR FC LFE RL RR SL SR); Hello/Welcome
`audio_channels` negotiation via the trailing-byte back-compat pattern (old
peers fall back to stereo); C-ABI `punktfunk_connect_ex6`,
`punktfunk_connection_audio_channels`, and in-core multistream decode
`punktfunk_connection_next_audio_pcm` for embedders without a multistream
Opus decoder. Real-libopus channel-identity round-trip test.
- host: native audio thread captures + Opus-(multi)stream-encodes at the
negotiated count (with a cross-session cached-capturer channel-mismatch fix);
GameStream surround unified onto the safe `opus::MSEncoder`, dropping
`audiopus_sys` (~4 unsafe blocks) and un-gating Windows GameStream surround;
WASAPI loopback capture relaxed to 2/6/8 with the correct dwChannelMask.
- clients: Linux (PipeWire), Windows (WASAPI), Android (AAudio) decode via
`opus::MSDecoder` + render multichannel; Apple decodes in-core to PCM →
AVAudioEngine with an explicit wire-order channel layout; each gains a
Stereo/5.1/7.1 setting. `punktfunk-probe --audio-channels N` is the headless
validator.
Verified on Linux: core/host/linux/probe test suites + the Android Rust
(cargo-ndk) build, clippy -D warnings, and rustfmt all green. Windows/Apple
builds, all on-glass checks, and the live native loopback are pending (CI / a
free box).
Also lands the concurrent in-tree HEVC 4:4:4 host work (PUNKTFUNK_444): it
shares the same touched files (quic.rs, punktfunk1.rs, encode/*, ...) and so
cannot be committed separately from the surround changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The jitter ring was a port of the Linux client's, but Linux runs on PipeWire
(adaptive resampling masks host↔DAC drift + a shallow buffer); AAudio hands us a
raw realtime callback and we own the buffer, so the same code crackled only on
Android. Three converging causes, all fixed:
- Heap free on the realtime audio thread every quantum (Android's Scudo free() has
unbounded tail latency → XRun → click). Decoded buffers are now recycled back to
the producer via a free-list instead of freed on the audio thread; the ring is
pre-reserved so extend() never reallocates there.
- The ring collapsed to ~15 ms on the tiny LowLatency burst and re-primed (a fresh
silence) on every single empty callback. Now ~40 ms prime / ~150 ms hard cap,
decoupled from the burst size, with de-prime hysteresis (re-prime only after a
sustained drain).
- AAudio's anti-glitch knobs were unused: prime the HW buffer above its 2-burst
default and grow it on getXRunCount(). The post-open log now reports
perf/sharing/buffer so a fall to a resampled legacy path is visible.
Steady-state audio latency ~15 → ~40 ms (within lip-sync tolerance; matches the
Moonlight/Sunshine operating point). cargo-ndk build both ABIs + fmt + clippy green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two bodies of work in one commit (the rename moved files the fixes also touched).
Naming/structure cleanup (pre-launch):
- Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host,
m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source->
Punktfunk1Options/Punktfunk1Source.
- Clients consolidated out of crates/ into clients/: punktfunk-client-rs->
clients/probe (crate punktfunk-probe), client-linux->clients/linux,
client-windows->clients/windows, punktfunk-android->clients/android/native
(crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI
contract is unchanged). crates/ now holds only core + host.
- Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site,
kept only in docs/implementation-plan.md. docs/m2-plan.md->
docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated.
Client loss-recovery (video froze and never recovered after a brief drop):
- Export punktfunk_connection_frames_dropped through the C ABI (the core already
tracked it for the client keyframe-recovery loop; it was never reachable from
the ABI clients). Regenerated punktfunk_core.h.
- Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll
frames_dropped and request a keyframe when it climbs -- the same loss-driven
recovery Linux/Windows already had. Under infinite GOP the decoder silently
conceals reference-missing frames, so the decode-error trigger rarely fires.
Apple rumble robustness (worked then went spotty -- DualSense + Xbox):
- Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio
interruption / server reset) and drop the permanent `broken` latch on a
transient drive failure; latch only when the controller truly has no haptics.
- Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging.
Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift.
Not runnable on this box (verify in CI): Gitea workflows, gradle/Android,
flatpak, Swift/decky.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>