Findings from the post-implementation review of design/audio-quality-and-latency.md. **The bandwidth gap (highest).** Tier `High` (256 kbps) and the redundant `0xD2` plane were added separately, each costed as "~1 % of the video budget", and nobody added them together: 256 kbps sent twice is 512 kbps — ~2.5 % of a 20 Mbps session but ~10 % of a 5 Mbps one. Audio rides QUIC datagrams, OUTSIDE the ABR loop, so ABR could neither see that nor reclaim it; a constrained link quietly handed a tenth of its bandwidth to audio while ABR carefully managed the rest. `plan_audio_budget` now makes tier and redundancy ONE decision against the session's resolved video bitrate, ordered by preference rather than cost — transparent audio beats redundant audio, since the field report was about quality and redundancy only pays under loss, so `High` alone outranks `Standard`+redundancy even though they cost the same. It can lower what the operator asked for, never raise it, and never goes below `Low`: a stream with unintelligible audio is worse than one spending a few percent more. **The Linux host kept the exact defect fixed on Windows.** `let _ = tx.try_send(samples)` — silent, uncounted data loss, where the encoder concatenates across the hole, so every drop is a click AND a permanent shift of everything after it. WP0.2 turned out to be Windows-only and had not said so. Linux now shares `capture_policy::CaptureStats`: drops counted and warned, plus per-window peak/RMS/delivered%. A Linux audio report was until now exactly as un-triageable as the Windows one was on 2026-08-03. **Apple's WP0.3 was half-done** — `bufferedMS` was added and wired to nothing. The drain thread now logs buffer/target/underruns/sheds like the other three, from one locked snapshot so the numbers in a line describe the same instant. Also: the Linux "audio format negotiated" line now says WHICH mode produced it, because that changes what it is worth — in stream-sink mode the host owns the sink so the mix cannot have been narrowed upstream, but in legacy monitor mode a 16 kHz Bluetooth sink would still be reported as a clean 48 kHz through PipeWire's resampler, the same way WASAPI's autoconvert hid it on Windows. Reading the monitored node's own rate needs a registry lookup this stream does not do; recorded as an open gap rather than implied to be covered. Two stale docs: `audio_wasapi.rs` cited `clients/windows/src/audio.rs` (deleted) and still described the pre-shared-policy "prime to ~3 quanta" behaviour. And the Apple ring's `prefill:` parameter, dead since the depth moved into the ring, is gone. Verified: clippy --all-targets -D warnings on Linux (docker) AND Windows (runner .133, forced clean rebuild of punktfunk-host + pf-client-core); core 167 tests; host 57 audio tests on Windows; Android clippy count identical to pristine (6, all documented arm64 artifacts); Apple ring re-simulated. The host suite's `gamestream::stream::tests::sender_delivers_batches` fails under qemu — the recorded environmental flake, unrelated to audio, green on the earlier less-loaded run. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
punktfunk-host
The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.
It speaks two protocols from one process:
- GameStream — so any Moonlight / Artemis client works day one.
punktfunk/1— punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.
Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol,
FEC, and crypto live in punktfunk-core; this crate is everything
platform-facing around it.
What it does
- Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
- GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
- Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
- Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
- Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
- Management API + web console. A REST API (
mgmt.rs, OpenAPI atapi/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is inweb/.
Run it
punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only
default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept
stock Moonlight clients.
# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream # + Moonlight compatibility
Then pair from the web console (https://<host-ip>:47992) or the client app.
Most people should install a package rather than run from source — see
packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and
the per-platform guides at docs.punktfunk.unom.io/docs/install.
Subcommands
| Command | Purpose |
|---|---|
serve |
The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight). |
punktfunk1-host |
Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions). |
openapi |
Print the management-API OpenAPI spec (regenerates api/openapi.json). |
library |
Inspect the multi-store game library. |
service · driver · web |
Windows: SCM service, driver install, bundled web console. |
*-test / *-selftest / *-probe |
Diagnostics (input, zero-copy, HDR, compositor, gamepads). |
--help lists them all.
Layout
src/
main.rs CLI + subcommand dispatch
config.rs · session_plan.rs · session_tuning.rs · pipeline.rs session setup + the frame pipeline
vdisplay/ per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
capture/ · capture.rs screen/dmabuf capture (+ Windows IDD-push)
encode/ · encode.rs per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
linux/zerocopy/ dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
inject/ · inject.rs input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
audio/ · audio.rs Opus out + virtual mic (PipeWire / WASAPI)
gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
native.rs the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
mgmt.rs · native_pairing.rs · stats_recorder.rs management API, pairing, perf capture
hdr.rs · library.rs HDR metadata; multi-store game library
linux/ · windows/ platform-confined backends
Related
punktfunk-core— the shared protocol · FEC · crypto core- Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
- Packaging & docs — install & operate
- punktfunk-planning (internal planning repo) — architecture rationale and deep-dive plans