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| author | skal <pascal.massimino@gmail.com> | 2026-02-15 14:45:15 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-15 14:45:15 +0100 |
| commit | b464969cd1f5dd4dceb996ad8410e2695ab477c4 (patch) | |
| tree | e763d7e782241ec26b8a32eb4ece350421d08ca8 /src/audio/audio.cc | |
| parent | 5b0d020241c8268c45ec0e197d60bfcfc2b7966b (diff) | |
docs: document audio WAV drift bug investigation
Root cause: audio_render_ahead() over-renders by 366ms per 10s, causing
progressive timing drift in WAV files. Events appear early in viewer.
Findings:
- Renders 11,733 extra frames over 40s (331,533 vs 319,800 expected)
- Ring buffer accumulates excess audio (~19 frames/iteration)
- WAV dump reads exact 533 frames but renders ~552 frames per call
- Results in -180ms drift at 60 beats visible in timeline viewer
Debug changes:
- Added render tracking to audio.cc to measure actual vs expected
- Added drift printf to tracker.cc for kick/snare timing analysis
- Added WAV sample rate detection to timeline viewer
See doc/AUDIO_WAV_DRIFT_BUG.md for complete analysis and proposed fixes.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/audio/audio.cc')
| -rw-r--r-- | src/audio/audio.cc | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/src/audio/audio.cc b/src/audio/audio.cc index ba76a28..f5bc4ab 100644 --- a/src/audio/audio.cc +++ b/src/audio/audio.cc @@ -108,6 +108,10 @@ void audio_render_ahead(float music_time, float dt, float target_fill) { if (chunk_frames <= 0) return; + static int64_t g_total_render_calls = 0; + static int64_t g_total_frames_rendered = 0; + const int64_t frames_before = g_ring_buffer.get_total_written() / RING_BUFFER_CHANNELS; + // Keep rendering small chunks until buffer is full enough while (true) { // First, try to flush any pending samples from previous partial writes @@ -224,6 +228,19 @@ void audio_render_ahead(float music_time, float dt, float target_fill) { } } } + + // DEBUG: Track actual frames rendered vs expected + const int64_t frames_after = g_ring_buffer.get_total_written() / RING_BUFFER_CHANNELS; + const int64_t actual_rendered = frames_after - frames_before; + g_total_render_calls++; + g_total_frames_rendered += actual_rendered; + + if (g_total_render_calls % 600 == 0) { // Every 10 seconds at 60fps + const float expected_frames = g_total_render_calls * (float)(chunk_frames); + const float drift_ms = (expected_frames - g_total_frames_rendered) / RING_BUFFER_SAMPLE_RATE * 1000.0f; + printf("[RENDER_DRIFT] calls=%lld expect=%.1f actual=%lld drift=%.2fms\n", + g_total_render_calls, expected_frames, g_total_frames_rendered, drift_ms); + } } float audio_get_playback_time() { |
