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# 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