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Sylpheed-Godot/docs/AUDIO-VERIFICATION.md
MechaCat02 c0a5725934 port: pin by tag, and how to verify audio with no sound card
**The pin.** Pin a TAG, never a bare sha. A sha reachable only from an auto/*
branch is orphaned when that branch is deleted or -- worse -- squash-merged,
because squash creates new commits: main looks like it contains the work while
the pin becomes unreachable and this project stops building for a fresh
checkout, silently, at their build. formats-pin-2026-08-29 exists for the
current state.

Also says plainly why NOT to float to a branch, which was the tempting fix:
Cargo resolves a git dependency once and writes the sha into Cargo.lock, so
floating gives staleness you cannot see instead of staleness you can read.
push-work now pushes --follow-tags so annotated tags travel with the branch.

**Audio.** docs/AUDIO-VERIFICATION.md separates three questions that were being
asked as one: is the transcode faithful (no engine, no device -- a file-vs-file
difference measurement), does Godot route it (AudioEffectRecord on the Master
bus writes a WAV from a headless run), and what does the GAME play (a PulseAudio
null sink, which needs a rebuild).

It leads with the three ways the fidelity measurement lies, because all three
were hit on the first attempt and each produces a confident wrong number rather
than an error: unaligned subtraction, mismatched channel layouts, and probing a
file another process is still writing.

The 5.1 disc fact deliberately is NOT copied here -- it lives in the RE corpus
at docs/re/structures/movie-audio-channels.md and is linked, so there is one
copy to keep true rather than two that drift. Same reason HANDOFF is a summary
with links.

The downmix itself stays flagged as an unmade decision, not quietly resolved.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-29 11:00:54 +02:00

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# Verifying audio without an audio device
Neither container has a sound card, so "does it actually play?" cannot be
answered by listening. It can be answered by measurement, and the two things
usually meant by that question need different measurements.
**Separate them before reaching for a tool:**
| question | needs Godot? | needs a device? |
|---|---|---|
| Is the transcoded file faithful to the source? | no | no |
| Does Godot actually route it to an output? | yes | no |
| What does the *game* play on a menu move? | no (Canary) | a virtual one |
## 1. Transcode fidelity — file against file
This is the question P4 actually raised, and it needs neither an engine nor a
device. Decode both, subtract, and measure what is left.
```bash
# Source, for a reference level
ffmpeg -hide_banner -t 25 -i ADV.wmv \
-af "aformat=channel_layouts=stereo,astats=measure_perchannel=none" -f null - 2>&1 \
| grep "RMS level"
# The difference signal: source minus transcode
ffmpeg -hide_banner -t 25 -i ADV.wmv -t 25 -i ADV.ogv -filter_complex \
"[0:a]aformat=channel_layouts=stereo[a];\
[1:a]aformat=channel_layouts=stereo,volume=-1[b];\
[a][b]amix=inputs=2:normalize=0,astats=measure_perchannel=none" -f null - 2>&1 \
| grep "RMS level"
```
A faithful transcode puts the difference **40 dB or more below** the source.
### Three ways this measurement lies
Run it wrong and it reports a disaster that is not there. All three of these
were hit on the first attempt:
* **Alignment.** A one-sample offset makes the difference nearly as loud as the
source. Cross-correlate and compensate *before* subtracting, or the number is
meaningless. A first run gave source 25.3 dB against difference 34.2 dB —
only 9 dB down, which looks catastrophic and proves nothing.
* **Channel layout.** The source and the transcode do not have the same channel
count. You are not comparing like with like unless both sides are downmixed
the same way, and `astats` will give you a confident number regardless. See
[`movie-audio-channels`][mac] for which profile a given movie is in — that is
a disc fact and lives in the RE corpus, not here.
* **A file still being written.** `ffprobe` reported the `.ogv` as 33 s against
the source's 137 s — apparent catastrophic truncation, actually a transcode in
progress. Check `mtime` and packet count before believing a duration, and
write to a temp name and rename on completion so a reader cannot see a partial
file at all.
⚠️ **The downmix is an unrecorded decision, and it is not ours to make quietly.**
Nothing in the manifest says a fold happened or on what weighting; it is whatever
ffmpeg defaulted to, and that default can change between versions. Centre-channel
dialogue folds into L/R, so this changes how speech sits against music — an
aesthetic judgement, not a container detail. Pin it explicitly and record it,
exactly as MISSION §6 requires of the transcode command itself.
[mac]: https://git.mc02.dev/fabi/Syplheed-Reborn/src/branch/main/docs/re/structures/movie-audio-channels.md
## 2. Engine routing — Godot writes a WAV instead of a device
Godot does not need a sound card to produce audio you can inspect. Put an
`AudioEffectRecord` on the **Master** bus and it captures the mixed output from
inside a headless run:
```gdscript
var bus := AudioServer.get_bus_index("Master")
var rec := AudioEffectRecord.new()
AudioServer.add_bus_effect(bus, rec)
rec.set_recording_active(true)
# ... play the scene ...
rec.set_recording_active(false)
rec.get_recording().save_to_wav("user://master.wav")
```
Then feed that WAV through §1 against the source. That closes the loop: it
proves the asset is right **and** that the engine reached it, which no amount of
file comparison can show on its own.
Confirm the dummy driver is what is actually in use rather than assuming it —
`AudioServer.get_driver_name()` — and say so in the write-up, because "recorded
under a dummy driver" is a weaker claim than "heard", and the difference matters.
## 3. A virtual device, when something insists on a real one
For anything that opens a device rather than a bus — the emulator, most
obviously — a PulseAudio **null sink** is a real device that records to a file:
```bash
pactl load-module module-null-sink sink_name=cap sink_properties=device.description=cap
PULSE_SINK=cap <the application>
parec -d cap.monitor --file-format=wav /tmp/captured.wav
```
This is the route to capturing what the *game* plays — the menu move and confirm
cues behind HANDOFF Q8 — rather than what we think it should play. It needs
`pulseaudio-utils` in the image, so it is a rebuild, not something to reach for
mid-iteration.
## What none of this establishes
That it *sounds right*. Every method here shows correspondence to a source, not
that the source is the audio the game plays at that moment, and not that levels
are sane in a mix. A ten-second human listen still answers something no
measurement above does — so when a result rests on one of these, say which one.