fix(waveform): add -readrate_initial_burst to eliminate audio lag

The decode head lagged the player by a constant ε (ffmpeg startup
latency) because ffmpeg paced at -readrate <speed> started behind mpv
and, advancing at the same rate, never caught up — bars were a few
seconds behind for the entire playback.

Add -readrate_initial_burst LEAD_SECONDS so ffmpeg emits 3s of audio
immediately on start, then paces at realtime after. The decode head
leads the player by a stable ~3s from the very first frame; read()
samples at the exact player position and always finds fresh samples.

Add a sustained render-loop test that simulates ~5s of real playback,
asserting ffmpeg stays alive, the decode head maintains a positive
lead, and read() returns full windows. Uses real wall-clock time
(documented exception) since ffmpeg's decode pacing can't be tested
deterministically.
This commit is contained in:
2026-08-10 19:02:32 -04:00
parent de6d0ccbf6
commit 93d5925dfd
3 changed files with 110 additions and 17 deletions

View File

@@ -170,3 +170,70 @@ test.skipIf(!hasFfmpeg)(
}
},
);
test.skipIf(!hasFfmpeg)(
"sustained render loop: ffmpeg stays alive and decode head maintains a lead over the player",
async () => {
// Real wall-clock time is required here: this test validates ffmpeg's
// actual decode pacing (-readrate + -readrate_initial_burst) against
// the platform clock. Deterministic time control cannot reproduce the
// race where ffmpeg exits early and the bars freeze — that only
// surfaces when a real process writes to a real pipe.
//
// Simulates the actual render loop: for ~5s of wall time, advance a
// simulated player position at 1× realtime and call read() each frame.
// The decode head must stay ahead of the player position so read()
// always returns 512 samples, and ffmpeg must not exit early (which
// would freeze the bars). This test would have caught the
// backpressure-pacing failure where ffmpeg decoded all data into the
// pipe buffer instantly, exited, and the readLoop stopped.
const wav = join(
tmpdir(),
`podtui-reader-${process.pid}-${Date.now()}.wav`,
);
writeSineWav(wav, 30);
const reader = new AudioStreamReader({ url: wav });
try {
reader.start(0, 1);
const FRAME_MS = 33;
const DURATION_MS = 5000;
const out = new Float64Array(512);
let successes = 0;
let failures = 0;
let minLead = Infinity;
const start = Date.now();
for (let frame = 0; Date.now() - start < DURATION_MS; frame++) {
const playerPos = (Date.now() - start) / 1000;
const count = reader.read(out, playerPos);
if (count === 512) successes++;
else failures++;
// The decode head should stay ahead of the player position.
const headPos = reader.samplesWritten / SAMPLE_RATE;
const lead = headPos - playerPos;
if (frame > 3) minLead = Math.min(minLead, lead);
await Bun.sleep(FRAME_MS);
}
// ffmpeg must still be running — it must not have exited early.
expect(reader.running).toBe(true);
// The vast majority of frames should return a full window.
// A few early failures during ffmpeg startup are acceptable.
expect(failures).toBeLessThan(5);
expect(successes).toBeGreaterThan(100);
// The decode head must maintain a positive lead over the player.
// Without -readrate_initial_burst, the head would lag behind by
// the ffmpeg startup latency and never catch up.
expect(minLead).toBeGreaterThan(0);
} finally {
reader.stop();
await Bun.$`rm -f ${wav}`.quiet();
}
},
{ timeout: 15000 },
);