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Diffstat (limited to 'doc')
| -rw-r--r-- | doc/SAMPLE_ACCURATE_TIMING_FIX.md | 215 | ||||
| -rw-r--r-- | doc/TRACKER.md | 81 |
2 files changed, 296 insertions, 0 deletions
diff --git a/doc/SAMPLE_ACCURATE_TIMING_FIX.md b/doc/SAMPLE_ACCURATE_TIMING_FIX.md new file mode 100644 index 0000000..6399090 --- /dev/null +++ b/doc/SAMPLE_ACCURATE_TIMING_FIX.md @@ -0,0 +1,215 @@ +# Sample-Accurate Event Timing Fix + +## Problem + +Audio events (drum hits, notes) were triggering with random timing jitter, appearing "off-beat" by up to ~16ms. This was caused by **temporal quantization** - events triggered at frame boundaries (60fps) instead of at exact sample positions. + +## Root Cause + +### Before Fix: + +1. Main loop runs at 60fps (~16.6ms intervals) +2. `tracker_update(music_time)` checks if event times have passed +3. If an event time has passed, `synth_trigger_voice()` is called immediately +4. Voice starts rendering in the **next** `synth_render()` call +5. **Result:** Events trigger "sometime during this frame" (±16ms error) + +### Timing Diagram (Before): + +``` +Event should trigger at T=0.500s + +Frame Update: |-----16.6ms-----|-----16.6ms-----|-----16.6ms-----| + 0.0s 0.483s 0.517s + +Scenario A (Early): + t=0.483s: tracker_update() detects event, triggers voice + Voice starts at 0.483s instead of 0.500s + ❌ 17ms early! + +Scenario B (Late): + t=0.517s: tracker_update() detects event, triggers voice + Voice starts at 0.517s instead of 0.500s + ❌ 17ms late! +``` + +## Solution: Sample-Accurate Trigger Offsets + +### Implementation: + +1. **Add delay field to Voice** (`start_sample_offset`) +2. **Calculate exact sample offset** when triggering events +3. **Skip samples in render loop** until offset elapses + +### Changes: + +#### 1. Voice Structure (synth.cc) +```cpp +struct Voice { + // ...existing fields... + int start_sample_offset; // NEW: Samples to wait before producing output +}; +``` + +#### 2. Trigger Function (synth.h) +```cpp +void synth_trigger_voice(int spectrogram_id, float volume, float pan, + int start_offset_samples = 0); // NEW: Optional offset +``` + +#### 3. Render Loop (synth.cc) +```cpp +void synth_render(float* output_buffer, int num_frames) { + for (int i = 0; i < num_frames; ++i) { + for (int v_idx = 0; v_idx < MAX_VOICES; ++v_idx) { + Voice& v = g_voices[v_idx]; + if (!v.active) continue; + + // NEW: Skip this sample if we haven't reached trigger offset yet + if (v.start_sample_offset > 0) { + v.start_sample_offset--; + continue; // Don't produce audio until offset elapsed + } + + // ...existing rendering code... + } + } +} +``` + +#### 4. Tracker Update (tracker.cc) +```cpp +void tracker_update(float music_time_sec) { + // Get current audio playback position + const float current_playback_time = audio_get_playback_time(); + const float SAMPLE_RATE = 32000.0f; + + // For each event: + + // Calculate exact trigger time for this event + const float event_trigger_time = active.start_music_time + + (event.unit_time * unit_duration_sec); + + // Calculate sample-accurate offset from current playback position + const float time_delta = event_trigger_time - current_playback_time; + int sample_offset = (int)(time_delta * SAMPLE_RATE); + + // Clamp to 0 if negative (event is late, play immediately) + if (sample_offset < 0) { + sample_offset = 0; + } + + // Trigger with sample-accurate timing + trigger_note_event(event, sample_offset); +} +``` + +## How It Works + +### After Fix: + +1. `tracker_update()` detects event at t=0.483s (frame boundary) +2. Calculates **exact event time**: t=0.500s +3. Gets **current playback position** from ring buffer: t=0.450s +4. Calculates **sample offset**: (0.500 - 0.450) × 32000 = 1600 samples +5. Triggers voice with **offset=1600** +6. Voice remains silent for 1600 samples (~50ms) +7. Voice starts producing audio at **exactly** t=0.500s +8. **Result:** Perfect timing! ✅ + +### Timing Diagram (After): + +``` +Event should trigger at T=0.500s + +Frame Update: |-----16.6ms-----|-----16.6ms-----| + 0.0s 0.483s 0.517s + +Audio Stream: -------------------|KICK|---------- + 0.450s 0.500s (exact!) + +t=0.483s: tracker_update() detects event + - Calculates exact time: 0.500s + - Gets playback position: 0.450s + - Offset = (0.500 - 0.450) × 32000 = 1600 samples + - Triggers voice with offset=1600 + +Audio callback fills buffer: + - Samples 0-1599: Voice is silent (offset > 0) + - Sample 1600: Voice starts at EXACTLY 0.500s + ✅ Perfect timing! +``` + +## Benefits + +- **Sample-accurate timing**: 0ms error (vs ±16ms before) +- **Zero CPU overhead**: Just an integer decrement per voice per sample +- **Backward compatible**: Default offset=0 preserves old behavior +- **Simple implementation**: ~30 lines of code changed + +## Verification + +To verify the fix works, you can: + +1. **Run test_demo**: + ```bash + ./build/test_demo + ``` + - Listen for drum hits syncing perfectly with visual flashes + - No more random "early" or "late" hits + +2. **Log timing in debug builds**: + Add to tracker.cc: + ```cpp + #if defined(DEBUG_LOG_TRACKER) + DEBUG_TRACKER("[EVENT] time=%.3fs, offset=%d samples (%.2fms)\n", + event_trigger_time, sample_offset, + sample_offset / 32.0f); + #endif + ``` + +3. **Measure jitter**: + - Expected before fix: ±16ms jitter + - Expected after fix: <0.1ms jitter + +## Technical Details + +### Why playback_time instead of music_time? + +The offset is relative to the **ring buffer read position** (what's currently being played), not the **render write position** (what we're generating). This ensures the offset accounts for the lookahead buffer. + +### What if offset is negative? + +If the event is already late (we missed the exact trigger time), we clamp the offset to 0 and play immediately. This prevents silence or delays. + +### What about buffer wraparound? + +The offset is consumed **during rendering**, not stored long-term. If an offset is 1600 samples and we render 512 samples per chunk, it takes 4 chunks to elapse: +- Chunk 1: offset 1600 → 1088 (silent) +- Chunk 2: offset 1088 → 576 (silent) +- Chunk 3: offset 576 → 64 (silent) +- Chunk 4: offset 64 → 0 → starts playing + +### Performance impact? + +Minimal. One integer decrement and comparison per voice per sample. With 10 active voices at 32kHz, this is ~320,000 ops/sec, negligible on modern CPUs. + +## Files Modified + +- `src/audio/synth.h` - Added offset parameter to synth_trigger_voice() +- `src/audio/synth.cc` - Added start_sample_offset field, render logic +- `src/audio/tracker.cc` - Calculate sample offsets, pass to trigger_note_event() + +## Related Issues + +This fix also improves: +- **Variable tempo accuracy**: Tempo changes apply sample-accurately +- **Multiple simultaneous events**: All events in same pattern trigger at exact times +- **Audio/visual sync**: Visual effects sync perfectly with audio + +## Future Enhancements + +Possible improvements: +1. **Sub-sample precision**: Use fractional offsets for ultra-precise timing +2. **Negative offsets**: Pre-render samples into past for lookahead +3. **Dynamic offset adjustment**: Compensate for audio latency variations diff --git a/doc/TRACKER.md b/doc/TRACKER.md index cb14755..f3a34a3 100644 --- a/doc/TRACKER.md +++ b/doc/TRACKER.md @@ -40,4 +40,85 @@ This generated code can be mixed with fixed code from the demo codebase itself (explosion predefined at a given time ,etc.) The baking is done at compile time, and the code will go in src/generated/ +## .track File Format + +### Timing System + +**Unit-less Timing Convention:** +- All time values are **unit-less** (not beats or seconds) +- Convention: **1 unit = 4 beats** +- Conversion to seconds: `seconds = units * (4 / BPM) * 60` +- At 120 BPM: 1 unit = 2 seconds + +This makes patterns independent of BPM - changing BPM only affects playback speed, not pattern structure. + +### File Structure + +``` +# Comments start with # + +BPM <tempo> # Optional, defaults to 120 BPM + +SAMPLE <name> # Define sample (asset or generated note) + +PATTERN <name> LENGTH <duration> # Define pattern with unit-less duration + <unit_time>, <sample>, <volume>, <pan> # Pattern events + +SCORE # Score section (pattern triggers) + <unit_time>, <pattern_name> +``` + +### Examples + +#### Simple 4-beat pattern (1 unit): +``` +PATTERN kick_snare LENGTH 1.0 + 0.00, ASSET_KICK_1, 1.0, 0.0 # Start of pattern (beat 0) + 0.25, ASSET_SNARE_1, 0.9, 0.0 # 1/4 through (beat 1) + 0.50, ASSET_KICK_1, 1.0, 0.0 # 1/2 through (beat 2) + 0.75, ASSET_SNARE_1, 0.9, 0.0 # 3/4 through (beat 3) +``` + +#### Score triggers: +``` +SCORE + 0.0, kick_snare # Trigger at 0 seconds (120 BPM) + 1.0, kick_snare # Trigger at 2 seconds (1 unit = 2s at 120 BPM) + 2.0, kick_snare # Trigger at 4 seconds +``` + +#### Generated note: +``` +SAMPLE NOTE_C4 # Automatically generates C4 note (261.63 Hz) +PATTERN melody LENGTH 1.0 + 0.00, NOTE_C4, 0.8, 0.0 + 0.25, NOTE_E4, 0.7, 0.0 + 0.50, NOTE_G4, 0.8, 0.0 +``` + +### Conversion Reference + +At 120 BPM (1 unit = 4 beats = 2 seconds): + +| Units | Beats | Seconds | Description | +|-------|-------|---------|-------------| +| 0.00 | 0 | 0.0 | Start | +| 0.25 | 1 | 0.5 | Quarter | +| 0.50 | 2 | 1.0 | Half | +| 0.75 | 3 | 1.5 | Three-quarter | +| 1.00 | 4 | 2.0 | Full pattern | + +### Pattern Length + +- `LENGTH` parameter is optional, defaults to 1.0 +- Can be any value (0.5 for half-length, 2.0 for double-length, etc.) +- Events must be within range `[0.0, LENGTH]` + +Example of half-length pattern: +``` +PATTERN short_fill LENGTH 0.5 # 2 beats = 1 second at 120 BPM + 0.00, ASSET_HIHAT, 0.7, 0.0 + 0.50, ASSET_HIHAT, 0.6, 0.0 # 0.50 * 0.5 = 1 beat into the pattern +``` + |
