Files
punktfunk/clients/android
enricobuehlerandClaude Fable 5 ed3d236ab8 feat(pad-audio): DualSense audio haptics + speaker, host->client end to end
The 0xD1 pad-audio plane streams a DualSense's voice-coil haptics (back
channel pair, 5 ms Opus frames) and speaker (front pair, 10 ms) per pad from
a Windows host to the SDL clients, which render them into a USB DualSense's
own 4-channel audio device.

Wire (punktfunk-core, ABI v15): PAD_AUDIO_MAGIC 0xD1 [pad][kind][seq][pts]
[opus]; CLIENT_CAP_PAD_AUDIO 0x04 / HOST_CAP_PAD_AUDIO 0x20; per-pad render
capability rides GamepadArrival flags bits 8/9, sent only toward a host that
advertised its cap so old hosts see byte-identical arrivals; silence is a
frozen seq (mic-mute discipline), loss is a seq gap concealed via
AudioGapTracker. HidOutput::AudioCtl (0xCD kind 0x06) forwards the 0x02
report's audio-control bytes 5..=10 change-only, value-deduped, with a
once-per-pad "title asserted haptics-select" diagnosis log.

Windows host endpoint provider (audio/windows/pad_endpoint.rs): per-pad
render endpoints are additional devnode instances of Valve's Steam Streaming
Speakers driver (SetupDiRegisterDeviceInfo, NOT the class installer - it
needs an interactive window station), stamped with DualSense identity: desc
"Wireless Controller", device name "DualSense Wireless Controller",
ContainerId = the virtual pad's PFDS GUID, 4ch/48k format triplet.
IPropertyStore route first, ACL-repaired registry fallback (the MMDevices
keys deny writes even to SYSTEM; the owner's implicit WRITE_DAC + an ACE for
S-1-5-18 resolved by SID is the way in). Provisioned at host startup
(PUNKTFUNK_PAD_AUDIO, PUNKTFUNK_PAD_AUDIO_SLOTS, default 1), idempotent via
a persisted PunktfunkPadIndex marker; pad endpoints are structurally
ineligible for the mic/loopback wiring plan and guarded against default-
device theft; capture is WASAPI loopback on the stamped endpoint. Devtest:
punktfunk-host pad-endpoint ensure|remove|status.

Host service (native/pad_audio.rs): per-(session,pad) thread, loopback 4ch
-> pair splitter -> per-kind stereo Opus (48k LowDelay CBR 64k) -> per-kind
silence gate (opens at peak>=1e-3, 250 ms hangover, gated = no send + frozen
seq) -> datagrams. Spawned from the native input pump when a DualSense/Edge
arrival carries audio bits and both caps negotiated; idempotent re-arrivals;
reaped on remove and teardown.

Client tier A (pf-client-core/pad_audio.rs): settings pad_haptics (default
on) and pad_speaker (default "pad"); tier A = wired USB DS5/Edge via SDL
connection state with an audio-sibling fallback; correlation maps the SDL
HID path to the pad's own render endpoint (Windows: ContainerId match +
4ch gate via registry; Linux: Sony sink signature); renderer decodes both
kinds into a quad interleave and plays it on the pad's endpoint (WASAPI
autoconvert / PipeWire target.object, 240-2400 frame ring floor,
dont-reconnect so an unplug never re-routes haptics to the desktop
speakers). SDL's DualSense driver sets "disable audio haptics" whenever it
drives rumble emulation, so tier-A pads suppress wire rumble and send one
cleared-enable-bits effects packet to keep the actuators live; AudioCtl
bytes fold back into the effects packet at report-minus-one offsets.

Verification: punktfunk-core 265 tests (macOS) + clippy -D warnings (mac +
Linux docker); pf-inject 85 tests (Linux docker); punktfunk-host cargo
check + clippy + 19 pad tests + 46 audio-module tests (Windows box);
pf-client-core 30 tests + clippy (Linux docker CI image) + cargo check
(Windows box); punktfunk-client-session clippy (Linux) + check (Windows);
cargo fmt --all --check clean on the final tree. NOT yet verified: any
on-glass run (host deploy + real title + physical pad), the stamp-route
split at runtime, exclusive-mode Initialize isolation, Linux-host emission
(the per-pad PipeWire sink is not in this change - Windows hosts only).
Scope excluded deliberately: tier B (Apple CoreHaptics) and tier C
(haptics->rumble derivation), pad_speaker="mix", Android leg, settings UI
surfaces (keys are serde-defaulted), GameStream-plane arrivals (audio_caps
always 0 there).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 12:07:06 +02:00
..

punktfunk — Android client (phone & TV)

The native Android app for streaming a punktfunk host to your phone, tablet, or Android TV. A Compose app that finds hosts on your network, pairs with a PIN, and streams at the display's own resolution — with hardware HEVC decode, HDR10, and controller support, built for both touch and the couch (D-pad / gamepad focus navigation).

Features

  • Hardware decode — NDK AMediaCodec HEVC → SurfaceView, including HDR10 (Main10 / BT.2020 PQ), with low-latency tuning and a live stats HUD.
  • Audio both ways — Opus + AAudio playback with a jitter ring, plus mic uplink to the host.
  • Controller support — buttons + axes with rumble and HID feedback (lightbar / adaptive triggers); D-pad / gamepad focus navigation for TV and phone.
  • Find hosts automatically — native mDNS discovery; first connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a Keystore-wrapped, pinned identity.
  • Compose UI — Connect / Settings / Stream screens with Material You theming.

Built for arm64-v8a + armeabi-v7a + x86_64 — the 32-bit armeabi-v7a slice is what keeps the app installable on the many 32-bit Google TV / Android TV streamers (Walmart onn. 4K, Chromecast with Google TV, budget Amlogic boxes) that otherwise reject a 64-bit-only build as "not compatible".

Get it

Published to Google Play (Internal Testing) — join the beta via the Discord. Per-device setup and pairing: docs.punktfunk.unom.io/docs/install-client.

How it's built — Rust-heavy

Kotlin can't import the cbindgen C header the way Swift can, so a native bridge is unavoidable. We write it in Rust and link punktfunk-core directly — so the Android client reuses the Linux client's orchestration (audio jitter ring, VK keymap inverse, latency/skew math, capture state machine, trust logic) instead of re-porting it into Kotlin.

Side Owns
Rust (native/libpunktfunk_android.so) the JNI seam, NativeClient (QUIC control + UDP data plane), AnnexB → AMediaCodec decode (incl. HDR10), Opus + AAudio audio + mic, controller feedback, latency math, trust/pairing, mdns-sd discovery
Kotlin (app/, kit/) Compose UI, SurfaceView lifecycle, input capture, the Wi-Fi MulticastLock + permission UX, Keystore identity

The single seam is io.unom.punktfunk.kit.NativeBridgeJava_io_unom_punktfunk_kit_NativeBridge_*.

native/           Rust cdylib (workspace member) — links punktfunk-core directly
  src/lib.rs        crate doc · JNI_OnLoad · version probes
  src/session/      session lifecycle: connect/pair + trust, plane start/stop, input shims
  src/decode.rs     AnnexB → AMediaCodec HEVC hardware decode → SurfaceView (incl. HDR10)
  src/audio.rs · src/mic.rs   Opus + AAudio playback / mic uplink
  src/feedback.rs · src/stats.rs   rumble + HID feedback; live video stats
  src/discovery.rs  native mdns-sd browse of the host's _punktfunk._udp advert
app/              :app — Compose UI: Connect / Settings / Stream (phone + TV)
kit/              :kit — NativeBridge · native mDNS discovery · Gamepad · Keymap · Keystore identity

Build & run

Prerequisites: Android SDK + NDK r30 (30.0.14904198), platforms;android-37.0, build-tools;37.0.0, cmake;3.22.1 (builds libopus); JDK 21 (AGP 9.2 runs on JDK 1721, not a newer default); Rust with rustup target add aarch64-linux-android armv7-linux-androideabi x86_64-linux-android and cargo install cargo-ndk. Toolchain is pinned (AGP 9.2 · Gradle 9.4.1 · Kotlin 2.3.21 · Compose BOM 2026.05.01 · compileSdk 37 · minSdk 28).

Android Studio: open clients/android — it uses its bundled JBR 21, and the cargoNdk* task builds the .so as part of the normal build.

CLI (point Gradle at JDK 21 if your machine default is newer):

export JAVA_HOME="$(/usr/libexec/java_home -v 21)"   # or your Temurin 21 path
cd clients/android
./gradlew :app:assembleDebug     # cargo-ndk cross-compiles libpunktfunk_android.so first
./gradlew :app:installDebug      # onto a running emulator/device
# emulators from env setup:  emulator -avd pf_phone   |   emulator -avd pf_tv

The debug APK lands in app/build/outputs/apk/debug/. Launch it, pick a host, pair, and stream.