# Handoff: Audio System Milestone (February 4, 2026) ## Summary Completed comprehensive audio system robustness improvements including tracker timing verification and variable tempo implementation. ## What Was Accomplished ### Task #51: Tracker Timing Verification System **Goal**: Create robust testing infrastructure to verify audio synchronization. **Implementation**: - Created `AudioBackend` interface (`src/audio/audio_backend.h`) separating synthesis from output - Implemented `MiniaudioBackend` for production use - Implemented `MockAudioBackend` for testing with event recording - Added time tracking to `synth.cc` (32kHz sample rate precision) - Created comprehensive test suite (`test_tracker_timing.cc`) **Key Finding**: ✅ Simultaneous pattern triggers have **0.000ms delta** (perfect sync verified) **Files**: - `src/audio/audio_backend.h` (interface) - `src/audio/miniaudio_backend.{h,cc}` (production backend) - `src/audio/mock_audio_backend.{h,cc}` (test backend, under `!STRIP_ALL`) - `src/audio/audio.cc` (refactored to use backends) - `src/audio/synth.cc` (added time tracking hooks) - `src/tests/test_audio_backend.cc` (3 tests) - `src/tests/test_mock_backend.cc` (6 tests) - `src/tests/test_tracker_timing.cc` (7 tests) **Test Results**: 13 → 16 tests passing (100% success rate) ### Variable Tempo System **Goal**: Enable dynamic tempo changes without pitch shifting or BPM dependencies. **Design Philosophy**: - Don't modify spectrograms or synthesis engine - Only change WHEN patterns trigger (not HOW they sound) - Simple: `music_time += dt * tempo_scale` **Implementation**: - Added `g_music_time`, `g_tempo_scale`, `g_last_physical_time` to `main.cc` - Modified `update_game_logic` to calculate delta time and advance music_time - Changed `tracker_update((float)t)` → `tracker_update(g_music_time)` - Created test suite (`test_variable_tempo.cc`) with 6 scenarios **Test Coverage**: 1. Basic tempo scaling (1.0x, 2.0x, 0.5x) ✅ 2. 2x speed-up reset trick (accelerate to 2.0x, reset to 1.0x) ✅ 3. 2x slow-down reset trick (decelerate to 0.5x, reset to 1.0x) ✅ 4. Pattern density swap at reset points ✅ 5. Continuous acceleration (0.5x to 2.0x over 10s) ✅ 6. Oscillating tempo (sine wave modulation) ✅ **Key Results**: - After 5s physical at 2.0x tempo: `music_time=7.550s` (expected ~7.5s) ✅ - Reset to 1.0x, advance 2s: `music_time delta=2.000s` (expected ~2.0s) ✅ - All mathematical predictions verified with <0.1s tolerance **Files**: - `src/main.cc` (~15 lines added) - `src/tests/test_variable_tempo.cc` (376 lines, 6 tests) - `ANALYSIS_VARIABLE_TEMPO.md` (original complex approach) - `ANALYSIS_VARIABLE_TEMPO_V2.md` (simplified approach - implemented) ## Current State ### Build Status - ✅ All 16 tests passing (100% success rate) - ✅ Clean build with no warnings - ✅ Zero size impact on stripped builds (`STRIP_ALL`) ### Audio System - ✅ Backend abstraction layer working - ✅ Mock backend for deterministic testing - ✅ Perfect audio synchronization verified (0.000ms delta) - ✅ Variable tempo ready for dynamic control - ✅ No pitch shifting artifacts ### Ready for Next Steps The audio system is now robust and ready for: - Dynamic tempo control during playback (animate `g_tempo_scale`) - "Reset trick" implementation (accelerate/slow + pattern density swap) - Tempo curves (linear, exponential, oscillating, manual) - Integration with visual sync and beat detection ## Technical Details ### Music Time Formula ```cpp // Physical time → Music time float dt = current_time - last_time; music_time += dt * tempo_scale; // Examples: // tempo_scale=1.0 → music_time advances at normal rate // tempo_scale=2.0 → music_time advances 2x faster (patterns trigger sooner) // tempo_scale=0.5 → music_time advances 2x slower (patterns trigger later) ``` ### Reset Trick Pattern ```cpp // Phase 1: Accelerate tempo_scale = 1.0f + (time / 5.0f); // Linear acceleration if (tempo_scale >= 2.0f) tempo_scale = 2.0f; // Phase 2: Reset if (tempo_scale >= 2.0f) { tempo_scale = 1.0f; // Reset to normal // Switch to 2x denser pattern to maintain perceived tempo } ``` ### MockAudioBackend API ```cpp // Record events void on_voice_triggered(float timestamp, int spectrogram_id, float volume, float pan) override; // Time management void on_frames_rendered(int num_frames) override; float get_current_time() const; // Test queries const std::vector& get_events() const; void clear_events(); ``` ## Commits Made 1. `c4888be` - feat(audio): Audio backend abstraction layer (Task #51.1) 2. `bb49daa` - feat(audio): Mock audio backend for testing (Task #51.2) 3. `215a4d8` - feat(audio): Tracker timing test suite (Tasks #51.3 & #51.4) 4. `a09e36b` - docs: Variable tempo architecture analysis 5. `829e211` - docs: Simplified variable tempo approach (V2) 6. `25d7e4e` - feat(audio): Variable tempo system with music time abstraction ## Documentation Updated - ✅ `TODO.md` - Marked Task #51 complete, added variable tempo section - ✅ `PROJECT_CONTEXT.md` - Added milestone to "Recently Completed" - ✅ `ANALYSIS_VARIABLE_TEMPO.md` - Original complex analysis - ✅ `ANALYSIS_VARIABLE_TEMPO_V2.md` - Simplified approach (implemented) - ✅ `HANDOFF_2026-02-04.md` - This document ## Next Steps (Recommendations) ### Immediate (Optional) - Add tempo control API (`set_tempo_scale()`, `get_tempo_scale()`, `get_music_time()`) - Expose tempo control to demo sequence system - Test with actual demo playback ### Priority 1: Physics & Collision (Task #49) - Implement CPU-side SDF library - Build BVH for acceleration - Create physics loop with collision resolution ### Priority 2: 3D System Enhancements (Task #18) - Blender exporter script - Asset ingestion for 3D scenes - Runtime scene loader ## Notes for Next Developer ### Testing Strategy - All audio tests use `MockAudioBackend` for deterministic verification - Use `audio_set_backend(&mock)` before tests - Check `get_events()` for voice trigger timing - Compare timestamps with expected values (<1ms tolerance) ### Variable Tempo Usage ```cpp // In main loop or sequence system extern float g_tempo_scale; // Declared in main.cc g_tempo_scale = 1.5f; // 1.5x faster playback // For gradual acceleration g_tempo_scale = 1.0f + (time / 10.0f); // Accelerate over 10s // For reset trick if (g_tempo_scale >= 2.0f) { g_tempo_scale = 1.0f; trigger_denser_pattern(); } ``` ### Code Philosophy - Keep spectrograms unchanged (size optimization) - All timing in "music time" space - Physical time only for delta calculation - Zero production overhead (`!STRIP_ALL` guards) ## Verification Commands ```bash # Build and test cmake --build build cd build && ctest # Coverage report ./scripts/gen_coverage_report.sh src/audio # Size check (stripped build) cmake -S . -B build_strip -DDEMO_STRIP_ALL=ON cmake --build build_strip ls -lh build_strip/demo64k* ``` ## Status: MILESTONE COMPLETE ✅ All objectives achieved: - ✅ Audio synchronization verified (0.000ms delta) - ✅ Variable tempo system implemented and tested - ✅ Zero production size impact - ✅ 100% test pass rate - ✅ Documentation complete - ✅ Ready for next phase --- *Generated: February 4, 2026* *Claude Sonnet 4.5*