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Sylpheed/docs/port/AUDIO-VERIFICATION.md
Sylpheed port agent eb45f9320d port: my correlation instrument failed its own control -- the negative had to be re-earned
Take 2 is a good file: it passes check-capture (I re-ran it rather than cite the
Decoder's run), carries a screen log, and was recorded with the sink's
channel_map set equal to Canary's own.

BEFORE REPORTING A SECOND NEGATIVE I ASKED WHETHER MY METHOD COULD DO THE JOB,
by building a synthetic mix -- the bed plus the three voice streams -- and
hunting the bed inside it. It failed: r=0.415, against the r>0.8 bar my earlier
negatives were judged against.

So the instrument that produced "the capture contains no ADV audio" could not
have found ADV audio in a mix even when it was certainly there. That conclusion
was right -- the Decoder's tone control proved take 1 corrupt independently --
but it was right BY LUCK and I reported it as measurement. The three controls I
was pleased with tested that the method finds a clean signal in a clean
reference, which was never the task.

REBUILT AND CALIBRATED IN BOTH DIRECTIONS. Band-limit so the target dominates,
then judge on LAG and MARGIN rather than absolute r -- r>0.8 is correct
clean-against-clean and meaningless for a component in a mix.

  bed, 40-180 Hz    in a mix containing it   r=0.663  lag 0.0 s   margin +0.111
  bed, 40-180 Hz    against a voice-only mix r=0.262  lag wrong   margin +0.005
  voice, 300-3000   in a mix containing it   r=0.810  lag 0.0 s   margin +0.248
  voice, 300-3000   against the bed alone    r=0.358  lag wrong   margin +0.005

A 20-50x separation in the discriminating statistic. Written up as
AUDIO-VERIFICATION.md section 6, retraction included.

THE NEGATIVE NOW STANDS ON SOMETHING. All six of take 2's channels, against both
targets, sit in the known-absent regime: margins 0.000-0.017, lags scattered from
-72 to +255 s. Take 2 contains neither the movie's WMA bed nor the cutscene
voice.

Two captures, differently configured, the second provably free of the channel-map
fault, with a screen log saying the movie was on screen, and neither carries
either source. Handed back: a capture path still losing the mix, or the guest not
emitting these sources during the movie, and only one side of the wall can tell
those apart. If it is the second it reaches the port directly -- the export's
movie audio comes from the .wmv's WMA track.

Also noted: the message gives 253.3 s, the file is 318.539 s. The screen log
agrees with the file, so it is a mis-stated number, but a length quoted in a
provenance claim should match the artefact.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
2026-08-29 16:15:59 +00:00

12 KiB
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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.

# 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 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.

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:

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")

This is implemented. godot --path port -- --menu … --audio=/tmp/p6.wav installs the effect, records for the whole run, and saves on exit — in _exit_tree rather than beside each quit(), because there are eight of those and the one that would get missed is an error path, i.e. exactly the run whose audio somebody wants to look at. The run prints the driver name beside the file it wrote.

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. pulseaudio-utils is in both images, and audio-capture wraps it:

audio-capture run /tmp/menu.wav -- run-canary        # start sink, run, record
audio-capture start                                  # or drive it by hand
PULSE_SINK=cap godot --path port
audio-capture record /tmp/out.wav &

This is the route to capturing what the game plays — the menu move and confirm cues behind HANDOFF Q8 — rather than what we believe it should play. Those bindings are currently a name match against the authors' own identifiers; a capture turns them into a measurement.

⚠️ audio-capture run reports the peak level and warns when the result is silent, because silence is the failure that looks like success: a WAV of exactly the right duration, full of zeroes, because the application opened a different sink. A duration check alone would pass it.

5. A multichannel capture must pass a provenance check BEFORE it is analysed

tools/port/check-capture FILE.wav — run it first, every time.

⚠️ This section exists because a capture of the game's own 6-channel output was analysed at length and the file was corrupt. It got three controls, a drift test and a written-up negative, and every one of those was sound; none of them could see that channels were missing, because the corruption was upstream of everything they tested.

PulseAudio was remapping between two mismatched channel maps, and a 6-channel remap silently drops and duplicates. The Decoder proved it with a control that needs no emulator and no disc — six channels each carrying a different tone, through the same sink and the same parec invocation (docs/re/audio-capture-channel-map-trap.md):

ch played recorded
0 400 400
1 800 3200
2 200 200
3 1600 800
4 3200 800
5 6400 200

Two source channels were gone entirely and two were duplicates. Setting the sink's channel_map to the guest's own (FL,FR,FC,LFE,RL,RR) and passing the same map to parec returns all six.

The signature is an exact duplicate pair, and only a hash finds it

Duration is right. Channel count is right. Corked: no. There is no error anywhere, and the per-channel levels look entirely reasonable — which is the whole difficulty. In the tool's own known-bad control, all six channels report a peak of 18.063656 dB, identical to six decimals, while containing three duplicate pairs. A level check cannot see this. Hashing each channel can.

Two channels of a real surround mix are never byte-identical over tens of seconds. On the corrupt game capture the tool reports:

ch2  peak -4.466272    ba497de78217c438a3e430c5ef6b951b
ch5  peak -4.466272    ba497de78217c438a3e430c5ef6b951b
🔴 ch2 and ch5 are BYTE-IDENTICAL

⚠️ It is a necessary check, not a sufficient one. Passing says the file has no duplicated channels. It says nothing about whether the right thing was recorded — that is what §1's correlation against a known source is for, and a capture should survive both before anything is concluded from it.

Two more conditions, learned the same way

  • Start the recorder before the process you are capturing, so t = 0 precedes it and the window certainly contains the moment of interest.
  • Log what was on screen, with timestamps keyed to the recording's own clock. A capture that matches nothing is then diagnosable rather than ambiguous; the corrupt one could not be told apart from "recorded the wrong phase of the boot" by any amount of analysis at this end.

And the failure this page already warns about, in a second costume: run-canary is silent twice overSDL_AUDIODRIVER=dummy and --mute=true. Fix only the first and Canary attaches a healthy 6-channel stream at 100 % volume, reports Corked: no, and emits a 19 MB WAV of zeroes.

6. Finding one component inside a mix — and why §1's method cannot

🔴 This section begins with a retraction. Two captures of the game's own output were analysed with sliding envelope cross-correlation and declared not to contain the intro's audio. The instrument was never controlled for the actual task, and when it finally was, it failed:

Can it find the movie's bed inside a synthetic mix of that bed plus the three voice streams? r = 0.415 — below the r > 0.8 bar those negatives were judged against.

The first negative happened to be right (the file was independently proved corrupt by a tone control). It was right by luck, and the reasoning behind it was not supported. A filter that fails its own known-positive is dead, not tuneable.

What was wrong: the threshold, not the idea

r > 0.8 was calibrated on clean-against-clean comparisons, where it is correct — a transcode against its source scores 1.000. A component inside a mix can never score that, because everything else in the mix is uncorrelated noise from the component's point of view. Judging one task by the other's bar guarantees a false negative.

Judge on the LAG and the MARGIN instead. A real match lands at the right lag with a clear gap to the runner-up; a false one is a plateau. And band-limit first, so the component you are hunting dominates what you measure.

The calibration, on a known-present and a known-absent pair

Both bands, both directions, envelope at 0.1 s, minimum 60 s overlap:

hunting band against r lag margin
the movie bed 40180 Hz mix containing it 0.663 0.0 s +0.111
the movie bed 40180 Hz voice-only mix 0.262 31.9 s ✗ +0.005
voice stream 2 3003000 Hz mix containing it 0.810 0.0 s +0.248
voice stream 2 3003000 Hz the bed alone 0.358 58.4 s ✗ +0.005

A 2050× separation in the margin, and the lag is right or absurd. That is a decision rule set by controls rather than by tuning until the data agreed — which is the distinction that matters, and the one the first version of this method skipped.

⚠️ Reach. The known-positive is a synthetic mix at equal gains. A real game mix weights its components differently, so this bounds the method rather than modelling the real case exactly. It is enough to separate present from absent; it is not a level measurement.

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.

4. What the exporter checks, so nobody has to remember to

sylpheed-export measures peak level and duration of every audio file it writes and records both in manifest.json; sylpheed-export check refuses a tree whose peak is ≤ 90 dBFS (silent) or ≥ 0 dBFS (clipping).

Those are content checks in a format validator on purpose. Silence is the failure this page opens by naming — right duration, right channel count, right size, full of zeroes — and every structural check passes it. Clipping is the other one, and the BGM can produce it, because a music bank is two stems summed at unity gain (HANDOFF Q10).

⚠️ Neither says the audio is the right audio. docs/port/BLOCKED.md says which bindings are measured and which are still authored, and no measurement on this page can move a row there.