feat(clients/audio): one de-jitter policy for all four rings, and lossless single-packet recovery
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>
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@@ -12,10 +12,14 @@
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//! realtime callback and makes us own the buffer. So this client diverges deliberately to stop the
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//! Android-only crackle: (1) the callback is allocation/free-free — decoded buffers are recycled to
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//! the producer via a free-list instead of being freed on the audio thread (Android's Scudo `free`
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//! has unbounded tail latency); (2) the jitter ring is deeper (~40 ms prime / ~150 ms hard cap) and
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//! decoupled from the tiny LowLatency burst size, with de-prime hysteresis so a transient drain
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//! doesn't manufacture a silence; (3) the AAudio HW buffer is primed above its 2-burst default and
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//! grown on XRuns (Google's anti-glitch technique).
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//! has unbounded tail latency); (2) the jitter ring is deeper than the other clients' and decoupled
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//! from the tiny LowLatency burst size, with de-prime hysteresis so a transient drain doesn't
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//! manufacture a silence; (3) the AAudio HW buffer is primed above its 2-burst default and grown on
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//! XRuns (Google's anti-glitch technique).
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//!
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//! (2) is now the SHARED `punktfunk_core::audio::JitterPolicy` at `JitterTuning::AAUDIO`, which also
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//! fixed what this ring was missing: it had a hard cap but nothing that walked the depth back down,
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//! so drift and arrival bursts raised latency permanently and Android settled on its ceiling.
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use ndk::audio::{
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AudioCallbackResult, AudioContentType, AudioDirection, AudioFormat, AudioPerformanceMode,
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@@ -34,26 +38,18 @@ const SAMPLE_RATE: i32 = 48_000;
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/// Decoded-chunk hand-off depth: 64 × 5 ms = 320 ms slack (matches the core's AUDIO_QUEUE).
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const RING_CHUNKS: usize = 64;
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// --- Jitter-ring depths, in MILLISECONDS (scaled to interleaved-f32 samples at runtime). --------
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// The channel count is negotiated, not a compile-time const, so these are kept in ms and multiplied
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// by `ms` (interleaved-f32 samples per millisecond at the resolved layout) inside `start`.
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// Unlike the Linux client (PipeWire adaptively rate-matches the stream to the graph clock, masking
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// host↔DAC drift + a shallow ring), AAudio hands us a raw callback and we own the buffer: drift and
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// WiFi power-save bunching land as underruns/overflows = crackle. So Android runs a deliberately
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// deeper, smoothly-managed ring than Linux — keep the two clients' depths intentionally divergent.
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/// Prime/target floor: fill to ~40 ms before playing (and after a sustained drain). Deep enough to
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/// ride out WiFi arrival jitter + clock drift; the dominant Android-only anti-crackle lever.
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const PRIME_FLOOR_MS: usize = 40;
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/// Ceiling for the burst-scaled target (so a large quantum can't push the prime depth too high).
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const PRIME_CEIL_MS: usize = 80;
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/// Drop-oldest headroom above the target before trimming — a ~80 ms band swallows an arrival burst
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/// without overflowing.
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const JITTER_HEADROOM_MS: usize = 80;
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/// Hard latency bound: never let the ring exceed ~150 ms (the only thing that caps added latency).
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const HARD_CAP_MS: usize = 150;
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/// Re-prime (go silent to refill) only after this many CONSECUTIVE empty callbacks, so one transient
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/// drain doesn't manufacture a fresh 40 ms silence (the old `if ring.is_empty()` re-primed instantly).
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const DEPRIME_AFTER_CALLBACKS: u32 = 5;
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// --- Jitter-ring depths now come from the SHARED policy (`punktfunk_core::audio::JitterTuning`). --
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// They used to be four Android-only constants here. The rationale for Android being DEEPER than the
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// other clients still holds and is preserved in `JitterTuning::AAUDIO`: unlike PipeWire, which
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// adaptively rate-matches the stream to the graph clock and masks host↔DAC drift, AAudio hands us a
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// raw callback and we own the buffer, so drift and Wi-Fi power-save bunching land as
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// underruns/overflows = crackle.
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//
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// Two things changed with the move. The prime floor drops 40 ms → 25 ms, because the policy GROWS
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// the target on the devices that actually underrun instead of every device pre-paying for the worst
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// one. And the ring finally sheds: it had a hard cap but nothing that walked the depth back down, so
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// any drift or burst raised latency permanently and Android converged on its 120 ms ceiling and
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// stayed there — the "audio latency is too high" report.
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/// Throttle the AAudio XRun-driven HW-buffer grow check (cheap, but no need to poll every quantum).
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const XRUN_CHECK_EVERY: u32 = 128;
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@@ -104,6 +100,7 @@ struct Counters {
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pcm_written: AtomicU64, // PCM frames copied out to AAudio (device clock is pulling)
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underruns: AtomicU64, // callbacks that emitted silence (ring not primed / drained)
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ring_depth: AtomicU64, // ring sample count at the last callback
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target_ms: AtomicU64, // the policy's LIVE target depth (it grows on this device's underruns)
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}
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/// Owned by [`crate::session::SessionHandle`]: the live AAudio stream + the decode thread.
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@@ -126,10 +123,9 @@ impl AudioPlayback {
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// Interleaved f32 samples per millisecond at this layout (48 kHz × channels); the ms-
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// denominated jitter-ring depths scale by it.
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let ms = (SAMPLE_RATE as usize / 1000) * channels;
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let prime_floor = PRIME_FLOOR_MS * ms;
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let prime_ceil = PRIME_CEIL_MS * ms;
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let jitter_headroom = JITTER_HEADROOM_MS * ms;
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let hard_cap_max = HARD_CAP_MS * ms;
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let tuning = punktfunk_core::audio::JitterTuning::AAUDIO;
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// Worst transient the ring can hold before the policy trims it.
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let hard_cap_max = tuning.hard_cap_ms as usize * ms;
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let counters = Arc::new(Counters::default());
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// One open attempt at a given sharing mode. Everything the realtime callback captures
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@@ -157,8 +153,10 @@ impl AudioPlayback {
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// `decode_loop`.
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let mut ring: VecDeque<f32> =
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VecDeque::with_capacity(hard_cap_max + RING_CHUNKS * 5 * ms);
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let mut primed = false;
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let mut empties: u32 = 0; // consecutive empty callbacks (de-prime hysteresis)
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// Shared de-jitter policy — prime depth, drift correction, de-prime hysteresis. The
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// hysteresis this replaces was Android-only; Linux and Windows carried the instant
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// `if ring.is_empty()` re-prime until now.
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let mut policy = punktfunk_core::audio::JitterPolicy::new(tuning, channels as u8);
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let mut cb_count: u32 = 0; // callbacks since open (throttles the XRun grow check)
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let mut last_xrun: i32 = 0; // last AAudio XRun count we grew the buffer for
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let callback = move |s: &AudioStream, data: *mut c_void, num_frames: i32| {
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@@ -173,21 +171,25 @@ impl AudioPlayback {
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ring.extend(chunk.drain(..));
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let _ = free_tx.try_send(chunk);
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}
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// Jitter buffer: prime to ~40 ms (prime_floor) before playing and after a sustained
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// drain; drop-oldest only above a wide ~120 ms band. Decoupled from the AAudio burst
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// `want` (tiny on the LowLatency MMAP path) so the depth doesn't collapse to a single
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// quantum.
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let target = (3 * want).clamp(prime_floor, prime_ceil);
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let hard_cap = (target + jitter_headroom).min(hard_cap_max);
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while ring.len() > hard_cap {
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ring.pop_front();
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// Jitter buffer: the shared policy decides prime/silence, trims a burst, and —
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// new here — sheds ONE crossfaded 5 ms frame when the depth average has sat above
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// target long enough to be drift rather than jitter. Without that shed this ring
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// had no way back down: it clamped at 120 ms and stayed pinned there.
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let step = policy.step(ring.len(), want);
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if step.drop_front > 0 {
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punktfunk_core::audio::crossfade_drop(
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&mut ring,
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step.drop_front,
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step.crossfade,
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);
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}
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if !primed && ring.len() >= target {
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primed = true;
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}
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if primed {
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let mut ran_short = false;
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if !step.silence {
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for slot in out.iter_mut() {
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*slot = ring.pop_front().unwrap_or(0.0);
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*slot = ring.pop_front().unwrap_or_else(|| {
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ran_short = true;
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0.0
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});
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}
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cb_counters
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.pcm_written
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@@ -196,20 +198,15 @@ impl AudioPlayback {
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out.fill(0.0);
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cb_counters.underruns.fetch_add(1, Ordering::Relaxed);
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}
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// Re-prime only after a RUN of empty callbacks, not a single transient one —
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// otherwise every momentary drain costs a fresh 40 ms silence (the old behaviour,
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// self-inflicted crackle on any jitter spike).
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if ring.is_empty() {
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empties += 1;
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if empties >= DEPRIME_AFTER_CALLBACKS {
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primed = false;
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}
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} else {
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empties = 0;
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}
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// No-op while un-primed, so a deliberate priming silence is never counted as an
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// underrun (which would otherwise drive the adaptive floor up for no reason).
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policy.note_read(ran_short);
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cb_counters
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.ring_depth
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.store(ring.len() as u64, Ordering::Relaxed);
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cb_counters
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.target_ms
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.store(policy.target_ms() as u64, Ordering::Relaxed);
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// Google's AAudio anti-glitch technique: when the device reports new XRuns, grow the
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// HW buffer by one burst (up to capacity). getXRunCount + setBufferSizeInFrames are
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// both callback-safe / non-blocking, and set clamps to capacity so it self-limits.
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@@ -408,10 +405,11 @@ fn decode_loop(
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}
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if count % 600 == 0 {
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log::info!(
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"audio: opus={count} pcm_frames={} underruns={} ring={} peak={window_peak:.3}",
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"audio: opus={count} pcm_frames={} underruns={} buffer_ms={} target_ms={} peak={window_peak:.3}",
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counters.pcm_written.load(Ordering::Relaxed),
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counters.underruns.load(Ordering::Relaxed),
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counters.ring_depth.load(Ordering::Relaxed),
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counters.ring_depth.load(Ordering::Relaxed) / ms.max(1) as u64,
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counters.target_ms.load(Ordering::Relaxed),
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);
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window_peak = 0.0;
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}
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