using System;
namespace ytLive.Services.Audio;
///
/// How many frames the mix must produce now, derived from the monotonic clock rather than from a
/// tick count.
///
/// Why this exists (2026-11-12): the live loop used to write a fixed 480 frames per
/// iteration and trust that every iteration was 10 ms. It is not: `Task.Delay` plus processing lands
/// near 9.8 ms under a raised timer resolution, and 102 ticks per second where 100 are expected is
/// 102% of an audio second per wall second. FFmpeg stamps audio by sample count, so the track comes out
/// longer than the show and the sound slides later against a correct picture — measured on a 9.9 s
/// recording: video 9.888 s (right), audio 10.112 s (+2.1%, 224 ms).
///
/// The video side never had this bug because the pump paces off a stopwatch. This is the audio
/// equivalent: ask the clock what should exist, produce the difference, pad on underrun. Pure, so the
/// drift case is a test rather than a listening test.
///
public static class AudioClock
{
///
/// Frames still owed at : expected-minus-produced, clamped to
/// 0... Zero means "not due yet"; the cap keeps a stalled loop from
/// dumping a huge burst in one write (the deficit stays owed and is paid off over the next ticks).
///
public static int FramesDue(double elapsedSeconds, long framesProduced, int sampleRate, int maxFrames)
{
if (elapsedSeconds <= 0 || sampleRate <= 0 || maxFrames <= 0) return 0;
var expected = (long)Math.Round(elapsedSeconds * sampleRate);
var debt = expected - framesProduced;
return (int)Math.Clamp(debt, 0L, maxFrames);
}
}