Files
LlamaCasty/ytLive.Tests/AudioSyncDelayTests.cs
T
gramps 724af1499b fix: audio silence (idempotent sync-delay configure), webcam gray block, truncated videos
- AudioSyncDelay.Configure reallocated/zeroed its buffer every ~10ms tick
  (AudioMixer re-reads the UI setting each mix), so any non-zero sync offset
  erased the just-written audio -> total silence. Now early-returns when the
  delay samples are unchanged. Regression test proven both ways.
- SceneCompositor.BlitContentRaw defaulted cbW/cbH=0 when CropBounds is null
  (regression from ed9d7c1) -> webcam blit to an empty rect = gray block.
  Default to src.Width/Height. Regression test proven both ways.
- Truncated recordings: rawvideo mux stamps frames at declared 60fps by
  arrival; a scene whose first layer is dynamic (hidden elements still count)
  kills the bake cache -> full render ~35ms -> ~27fps submitted -> halved
  file length. Static scenes bake once (246ms cold, then <1ms) -> 60fps,
  full-length (probe + 13:53 take, 301/300 per 5s, 12.46s file from 12.3s
  wall). FramePump.ProbeRender names the hot render path on slow frames.
2026-09-12 13:56:55 -07:00

116 lines
4.1 KiB
C#

using Xunit;
using ytLive.Services.Audio;
namespace ytLive.Tests;
/// <summary>
/// TASK 22: the global audio-sync delay line. It is a pure fixed positive
/// delay on the interleaved stereo mix — the OBS fix for audio running ahead
/// of video. Positive-only: advancing audio needs a video-side delay and is
/// out of the audio layer's scope.
/// </summary>
public class AudioSyncDelayTests
{
[Fact]
public void ZeroDelay_PassesThroughUnchanged()
{
var delay = new AudioSyncDelay(48000);
delay.Configure(0);
var input = new float[16];
for (var i = 0; i < input.Length; i++)
input[i] = i - 8;
var output = new float[16];
delay.Process(input, output);
Assert.Equal(input, output);
}
[Fact]
public void ConfigureClampsNegativeToZero_AndBeyond500msTo500ms()
{
var delay = new AudioSyncDelay(48000);
delay.Configure(-50);
Assert.Equal(0, MarkerShift(delay, 1000));
// 500 ms at 48 kHz = 24000 frames = 48000 interleaved samples.
delay.Configure(6000);
Assert.Equal(48000, MarkerShift(delay, 48000));
}
[Fact]
public void TenMsDelay_EmitsTheSignal960SamplesLater()
{
// 10 ms at 48 kHz = 480 frames; interleaved stereo = 960 samples.
var delay = new AudioSyncDelay(48000);
Assert.Equal(960, MarkerShift(delay, 480 * 2, configureMs: 10));
}
/// <summary>2026-09-12 total-silence regression: <see cref="AudioMixer.FillAndMix"/>
/// calls <c>Configure(_syncOffsetMs?.Invoke() ?? 0)</c> on EVERY ~10ms tick (it
/// re-reads the live UI setting each mix, not just on change) — the old
/// `Configure` unconditionally reallocated and zeroed the delay line and reset
/// `_writePos` every single call, discarding the buffered marker before the
/// delay offset could ever read it back. Any persisted non-zero
/// `Audio.SyncOffsetMs` (this repo's default is 0, but TASK 22 testing/a user
/// slider left 500 saved) turned the WHOLE recording into digital silence:
/// mic/loop level meters (sampled upstream of this stage) stayed honest while
/// the delay line fed the encoder pipe pure zeros forever. This test
/// reconfigures with the SAME delay before every Process call — exactly the
/// mixer's calling pattern — and the marker must still survive.</summary>
[Fact]
public void RepeatedConfigureWithSameDelay_EveryTick_StillDelivers_TheMarker()
{
const int chunkLen = 960; // 10ms of 48kHz interleaved stereo
var delay = new AudioSyncDelay(48000);
var chunk = new float[chunkLen];
var output = new float[chunkLen];
chunk[0] = 1f; // sole non-zero: left of frame 0
var foundAt = -1;
var total = 0;
for (var c = 0; c < 6 && foundAt < 0; c++)
{
delay.Configure(10); // the mixer calls this every tick, not just on change
delay.Process(chunk, output);
for (var i = 0; i < chunkLen; i++)
{
if (output[i] != 0f) { foundAt = total + i; break; }
}
total += chunkLen;
chunk[0] = 0f; // only the first tick carries the marker
}
Assert.Equal(960, foundAt); // same 10ms-delay shift as the single-Configure test
}
private static int MarkerShift(AudioSyncDelay delay, int chunkLen, int configureMs = -1)
{
if (configureMs >= 0)
delay.Configure(configureMs);
var chunk = new float[chunkLen];
var output = new float[chunkLen];
chunk[0] = 1f; // sole non-zero: left of frame 0
var foundAt = -1;
var total = 0;
for (var c = 0; c < 4 && foundAt < 0; c++)
{
delay.Process(chunk, output);
for (var i = 0; i < chunkLen; i++)
{
if (output[i] != 0f)
{
foundAt = total + i;
break;
}
}
total += chunkLen;
}
Assert.True(foundAt >= 0, "marker never appeared in the delayed output");
return foundAt;
}
}