fix(android): gate the latency overhaul behind an experimental toggle, default off
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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>
This commit is contained in:
@@ -116,8 +116,10 @@ pub struct AudioPlayback {
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impl AudioPlayback {
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/// Open AAudio (LowLatency, 48 kHz/f32, the host-resolved channel layout) with a realtime
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/// callback draining a jitter ring, then spawn the Opus decode thread. `None` on failure (the
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/// caller leaves video streaming).
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pub fn start(client: Arc<NativeClient>) -> Option<AudioPlayback> {
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/// caller leaves video streaming). `game_audio` (the experimental low-latency mode) tags the
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/// stream usage=Game for the HAL's game-audio routing; off, the stream is untagged as it was
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/// before the overhaul.
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pub fn start(client: Arc<NativeClient>, game_audio: bool) -> Option<AudioPlayback> {
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// Build playback from the host-RESOLVED channel count (never the request): 2 = stereo /
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// 6 = 5.1 / 8 = 7.1, canonical wire order FL FR FC LFE RL RR SL SR.
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let channels = punktfunk_core::audio::normalize_channels(client.audio_channels) as usize;
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@@ -226,7 +228,7 @@ impl AudioPlayback {
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AudioCallbackResult::Continue
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};
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let stream = AudioStreamBuilder::new()?
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let builder = AudioStreamBuilder::new()?
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.direction(AudioDirection::Output)
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.sample_rate(SAMPLE_RATE)
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// The wire order (FL FR FC LFE RL RR SL SR) is the standard AAudio/Android channel
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@@ -234,12 +236,19 @@ impl AudioPlayback {
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// from `channel_count` (the ndk crate's builder exposes no setChannelMask); the host
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// captures + Opus-encodes in exactly this order.
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.channel_count(channels as i32)
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.format(AudioFormat::PCM_Float)
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// Tag the stream as game audio (usage=Game / content=Movie): the audio HAL applies
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// its low-latency game-audio routing/policy and it's grouped correctly with the
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// game-mode profile. Advisory — ignored where the device has no such policy.
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.usage(AudioUsage::Game)
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.content_type(AudioContentType::Movie)
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.format(AudioFormat::PCM_Float);
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// Tag the stream as game audio (usage=Game / content=Movie): the audio HAL applies
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// its low-latency game-audio routing/policy and it's grouped correctly with the
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// game-mode profile. Advisory — ignored where the device has no such policy. Part of
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// the experimental low-latency stack; off, the stream stays untagged.
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let builder = if game_audio {
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builder
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.usage(AudioUsage::Game)
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.content_type(AudioContentType::Movie)
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} else {
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builder
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};
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let stream = builder
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.performance_mode(AudioPerformanceMode::LowLatency)
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.sharing_mode(sharing)
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.data_callback(Box::new(callback))
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