audio: widen forward decode cushion 30/15->60/30s + add [BP-DIAG] back-pressure instrumentation
Byte cap (96MB) unchanged as the hard OOM bound; the wider time window only lets sparse Opus use existing memory headroom to ride out decode jitter. Diag logs pin whether the block is back-pressure or decode throughput.
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@@ -44,23 +44,33 @@ const DEFAULT_BACK_RETAIN_SECONDS = 10;
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* for Opus, the demux/decode feed) pauses above the high-water mark and resumes below the
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* low-water mark — classic hysteresis so the two producers do not chatter on/off per chunk.
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*
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* Provisional time-based defaults (OQ1 — 21.4 tunes them):
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* - HIGH (30 s): the most decoded lookahead we hold ahead of the playhead before throttling.
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* Time-based defaults — the cushion, NOT the memory bound:
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* - HIGH (60 s): the most decoded lookahead we hold ahead of the playhead before throttling.
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* Comfortably above the playback-start minimum (`AudioPlayer.minBuffersForPlayback = 6`
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* buffers, each typically 0.06 – 1 s depending on format/chunk size; at most a few seconds
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* even at the high end), so C2 holds — first audio never waits on a throttle (the high-water
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* is reached only well after playback is already running).
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* - LOW (15 s): resume producing here. Kept generous so the forward fill never drains to the
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* ~500 ms scheduler lookahead under normal network jitter (AC3 — no starvation).
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* buffers, each typically 0.06 – 1 s depending on format/chunk size), so C2 holds — first
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* audio never waits on a throttle (the high-water is reached only well after playback runs).
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* - LOW (30 s): resume producing here. Kept generous so the forward fill never drains to the
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* ~500 ms scheduler lookahead under network/decode jitter (AC3 — no starvation).
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*
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* Why 60/30 and not the old 30/15: the time window is a CUSHION knob, not the memory guarantee —
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* the OQ3 byte ceiling below is the hard OOM bound. The old 30 s was sized for WAV's byte density
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* and needlessly starved the cushion for the async WebCodecs Opus path, whose decoded float
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* footprint is tiny (48 kHz stereo ≈ 0.37 MB/s, so 60 s ≈ 23 MB — a fraction of the 96 MB cap)
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* yet whose per-packet decode jitter (HW-accel-off software decode, main-thread AudioData copies)
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* needs a deeper buffer to stay ahead of the playhead. Doubling the window lets Opus use the memory
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* headroom the byte cap already permits. The byte cap is UNCHANGED, so high-density formats
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* (lossless) still pause at exactly the same footprint as before — the OOM fix does not regress.
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*
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* OQ3 hard memory ceiling: an absolute byte cap on total decoded float held, independent of the
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* time window. This is the guard-rail that makes "1 GB never OOMs" a guarantee rather than a
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* tuning hope — if a pathological stream packs an unusual amount of decoded audio into the time
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* window, the byte cap still pauses production. Estimated as channels × frames × 4 bytes (f32).
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* tuning hope — production pauses on `lookahead >= high OR bytes > cap`, whichever fires first, so
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* the footprint can never exceed the cap regardless of the time window. For dense lossless the
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* byte cap fires before 60 s (bounding memory exactly as the old 30 s window's byte estimate did);
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* for sparse Opus the time window fires first, at ~23 MB. Estimated as channels × frames × 4 (f32).
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*/
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const DEFAULT_FORWARD_HIGH_WATER_SECONDS = 30;
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const DEFAULT_FORWARD_LOW_WATER_SECONDS = 15;
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const DEFAULT_MAX_DECODED_BYTES = 96 * 1024 * 1024; // ~96 MB of decoded float PCM
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const DEFAULT_FORWARD_HIGH_WATER_SECONDS = 60;
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const DEFAULT_FORWARD_LOW_WATER_SECONDS = 30;
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const DEFAULT_MAX_DECODED_BYTES = 96 * 1024 * 1024; // ~96 MB of decoded float PCM — the HARD OOM bound
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const BYTES_PER_FLOAT_SAMPLE = 4;
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/**
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@@ -295,6 +305,7 @@ export class PlaybackScheduler {
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evaluateProductionPause(): boolean {
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const lookahead = this.getForwardLookaheadSeconds();
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const overByteCeiling = this.maxDecodedBytes > 0 && this.getDecodedByteEstimate() > this.maxDecodedBytes;
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const wasPaused = this.productionPaused_;
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if (this.productionPaused_) {
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// Stay paused until BOTH the time window has drained below low-water AND the byte
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@@ -306,6 +317,19 @@ export class PlaybackScheduler {
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this.productionPaused_ = true;
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}
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// [BP-DIAG] Log only the latch TRANSITIONS (not per-call) so a browser run shows exactly when
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// production was throttled and the live numbers at that instant — the test for "production
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// paused while decoded audio is actually low" (the prime block hypothesis). If a PAUSED line
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// ever shows a small lookahead, the lookahead computation is the culprit; if it always shows
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// ~high-water, back-pressure is innocent and the symptom is decode throughput. Trivially removable.
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if (wasPaused !== this.productionPaused_) {
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console.log(
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`[BP-DIAG] production ${this.productionPaused_ ? 'PAUSED' : 'RESUMED'} ` +
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`lookahead=${lookahead.toFixed(2)}s bytes=${(this.getDecodedByteEstimate() / 1048576).toFixed(1)}MB ` +
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`buffers=${this.buffers.length} nextIdx=${this.nextBufferIndex} ` +
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`pos=${this.getCurrentPosition().toFixed(2)}s overByteCeiling=${overByteCeiling}`);
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}
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return this.productionPaused_;
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}
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@@ -476,6 +500,12 @@ export class PlaybackScheduler {
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if (!this.streamComplete && !this.hasMinimumPlaybackLead()) {
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return; // still re-accumulating the rebuffer lead — remain parked
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}
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// [BP-DIAG] Underrun resume — the playhead drained mid-stream and we have now rebuilt the
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// lead. Frequent RESUME lines (paired with the PARK lines below) are the "repeatedly hits end
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// of buffer" thrash: decode is not staying ahead. Trivially removable.
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console.log(
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`[BP-DIAG] underrun RESUME lead=${this.getForwardLookaheadSeconds().toFixed(2)}s ` +
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`buffers=${this.buffers.length} nextIdx=${this.nextBufferIndex} streamComplete=${this.streamComplete}`);
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this.underrun_ = false;
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this.isActive_ = true;
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this.playbackAnchorTime = this.contextManager.currentTime;
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@@ -580,6 +610,12 @@ export class PlaybackScheduler {
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this.finishPlayback();
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} else {
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this.underrun_ = true;
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// [BP-DIAG] Mid-stream underrun: the scheduled queue drained and decode has not caught up.
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// This is the symptom Daniel reports. The paired RESUME line above shows how long the gap
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// lasted and what lead it rebuilt to. Trivially removable.
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console.log(
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`[BP-DIAG] underrun PARK pos=${this.getCurrentPosition().toFixed(2)}s ` +
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`buffers=${this.buffers.length} nextIdx=${this.nextBufferIndex}`);
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// Hold the playhead at the decoded tail so getCurrentPosition stays exact during
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// the gap. isActive_ goes false so no stale-anchor scheduling occurs; resume
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// re-anchors at currentTime when buffers arrive.
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