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Preserve audio continuity and expose a next-session buffer target - #781
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michaelm-afk wants to merge 2 commits into
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michaelm-afk wants to merge 2 commits into
michaelm-afk wants to merge 2 commits into
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This was referenced Oct 28, 2026
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Audio Sync could resume playable PCM through a second producer fade, or stay unprimed merely because its queue was below target. After actual depletion it could resume on a tiny block instead of rebuilding the target reserve. These discontinuities caused audible clicks in the tested Tomba EU1 route.
This follows merged #769 without rewriting it:
The activation plugin, saved mod options and default-on choice belong to the title, not the engine. Consumer: mstan/TombaRecomp#55. Paired UI: RetroPortingToolKit/recomp-ui#122; it uses the existing ModProvider storage. This API/continuity correction can be reviewed independently of the UI.
Validation
On current master
ffbd9d1, native Windows Clang Release:psx-runtimebuild with the paired current-master recomp-ui succeeds (OpenGL; netplay, rewind, setup wizard and debug tools disabled; Vulkan SDK absent/stub).audio_sync_target_test,audio_catchup_test,audio_sink_resume_test,mod_packages_test,builtin_mod_manifests_testandhost_enhancements_testpass. The package test's sandbox file-replacement denial was rerun successfully outside the sandbox in an isolated temporary directory.Limits
70 ms is a tested recommendation on one system, not a universal minimum. Lower targets can stutter/drop out; 20 ms was unstable in the owner's tests. Host queue fill is not measured end-to-end latency: Windows/HDMI/eARC/speaker delay remains unmeasured. Long producer/display stalls can still cause recovery silence. No further audio optimization is proposed.
Source only, developed with AI assistance. No game data, credentials, private policies, unrelated mods or binaries.