feat(audio): end-to-end 5.1/7.1 surround across the native path + all clients
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>
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@@ -99,6 +99,7 @@ final class SessionModel: ObservableObject {
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compositor: PunktfunkConnection.Compositor = .auto,
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gamepad: PunktfunkConnection.GamepadType = .auto,
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bitrateKbps: UInt32 = 0,
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audioChannels: UInt8 = 2,
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hdrEnabled: Bool = true,
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launchID: String? = nil,
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allowTofu: Bool = false,
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@@ -137,7 +138,7 @@ final class SessionModel: ObservableObject {
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width: width, height: height, refreshHz: hz,
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pinSHA256: pin, identity: identity, compositor: compositor,
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gamepad: gamepad, bitrateKbps: bitrateKbps, videoCaps: videoCaps,
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launchID: launchID) }
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audioChannels: audioChannels, launchID: launchID) }
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await MainActor.run { [weak self] in
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guard let self else { return }
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// The user may have abandoned this attempt (window closed, another host
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