aax
無料Optional AAX support for Pulp, including developer-supplied Avid SDK setup, CMake enablement, DigiShell/AAX Validator workflows, and local AAX builds on macOS or Windows.
日本語の概要は準備中です。原文の説明を表示しています。
Android platform development for Pulp — NDK cross-compilation, Oboe audio, Dawn/Skia GPU rendering, JNI bridge, touch interaction, emulator workflows, and end-to-end smoke validation. Covers build, deploy, debug, and the gotchas discovered during bringup.
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Build, deploy, and debug Pulp on Android. This skill captures the architecture decisions and hard-won gotchas from the Android platform bringup.
Before running pulp doctor android / pulp build / pulp ship for
Android work, source the shared skew-check helper so a user on an
outdated CLI sees a one-line hint (stderr, once per session) before
wrestling with a confusing flag-missing error:
source "$(git rev-parse --show-toplevel)/tools/scripts/cli_version_check.sh"
pulp_cli_version_check
Advisory only. Full release-discovery contract in the upgrade skill.
Bionic exposes aligned_alloc from API 28, but the app supports API 26.
Using std::aligned_alloc in a public DSP header fails compilation against
that floor even on NDK 30. Use posix_memalign on Android and release its
allocation with free; raising minSdk to hide the failure changes product
compatibility. tools/scripts/test_android_aligned_buffer.py --ndk <path>
compiles and links float/double buffers for arm64 and x86_64 at API 26 and 28.
The API 28 cases are positive controls for the original compiler failure.
This is compile/link evidence; the existing aligned-buffer tests cover runtime
alignment, initialization, and resizing.
core/simd/includeSignal headers (fir_filter.hpp, oversampling*.hpp, zero_latency_convolver.hpp,
and everything that includes them) include <pulp/simd/simd.hpp>. A build
that lists include directories by hand must list core/simd/include next to
core/signal/include, or it fails with a missing header. It needs no library:
without pulp-simd's compile definitions the header supplies the scalar kernels
inline (pulp::simd::active_backend_name == "inline-scalar"). PulpAndroid.cmake's
hand-listed DSP include set carries it.
Kotlin (Android UI) C++ (Pulp core)
├── PulpApplication ├── libpulp.so (arm64)
│ └── System.loadLibrary │ ├── core/* subsystems
├── PulpSurfaceView │ ├── Dawn (Vulkan backend)
│ ├── SurfaceHolder.Cb │ ├── Skia Graphite
│ └── onTouchEvent ──JNI──→│ └── Oboe audio
├── PulpActivity │
├── PulpAudioService └── gpu_surface_android.cpp
└── PulpMidiService ├── Surface lifecycle
├── Touch → View routing
└── Widget hierarchy
| File | Purpose |
|---|---|
tools/cmake/PulpAndroid.cmake | NDK toolchain integration, Oboe, platform wiring |
core/render/platform/android/gpu_surface_android.cpp | Vulkan surface, touch routing, widget hierarchy |
android/app/src/main/kotlin/com/pulp/render/PulpSurfaceView.kt | SurfaceView + touch dispatch |
android/app/src/main/kotlin/com/pulp/PulpApplication.kt | JNI load, lifecycle |
core/platform/src/android/jni_bridge.cpp | JNI_OnLoad, class caching, exception guards |
tools/build-skia-android.sh | Skia Graphite + Dawn arm64 build script |
The Android Skia builder reads the shared tools/deps/manifest.json provider
lock by default. It checks out the pinned Skia revision, verifies the Dawn
revision after git-sync-deps, and copies the skunicode module headers;
never treat a mutable chrome/m153 branch checkout or an old SkUnicode.h
artifact as a valid Android build.
Android work lives on feature/android-targeting, typically in a worktree at ../pulp-android:
# Create worktree (if not already present)
git worktree add ../pulp-android feature/android-targeting
# Always work in the worktree, not the main repo
cd ../pulp-android
Before any Android work — pulp doctor android is the single-stop
verifier. It checks:
~/Library/Android/sdk / ~/Android/Sdk / %LOCALAPPDATA%\Android\Sdk).adb (platform-tools) on PATH or under the SDK.emulator + at least one configured AVD.Each missing piece comes with a per-host install hint (brew / apt / winget / sdkmanager).
Google's "Android CLI" (the android binary at
~/.android-cli/bin/android after install) is not a Gradle
replacement — there is no android build subcommand. It's an
agent-side toolkit that bundles:
| Command | What you'd otherwise do |
|---|---|
android create [template] | Scaffold a new project from a template (vs. Android Studio's New Project wizard). android create list shows the templates. |
android describe | Emit project metadata as JSON — apk paths, build targets, etc. The agent reads this instead of poking around app/build/outputs. |
android run --apks=… | adb install + am start rolled into one. Does not build — you give it pre-built APKs. |
android emulator create/list/start/stop | AVD lifecycle without avdmanager. ⚠️ emulator subcommands disabled on Windows; use $ANDROID_HOME/emulator/emulator.exe directly there. |
android layout [-d] | Dump the running app's view hierarchy as JSON; -d returns just what changed since the last call. |
android screen capture / screen resolve | Screenshot + label-to-coordinates so the agent can input tap #5 style scripting. |
android docs search/fetch | Query the Android Knowledge Base from the CLI (kb:// URLs). |
android sdk install/list/remove/update | Replaces sdkmanager for package management. |
android skills add/remove/list/find | Install Google's published Android Skills (see § Catalog below). |
android init | One-shot install of the android-cli skill into the host agent's skill directory. |
android info | Print the active SDK path. |
android update / -V | Self-update / version check. |
So: Pulp's actual build still runs through Gradle + CMake/NDK —
the CLI doesn't accelerate that leg. What the CLI accelerates is
agent productivity (less hand-rolled adb scripting, less
manual screenshot capture, structured project metadata).
| Host | CLI binary | Use it? |
|---|---|---|
| macOS arm64 | ✅ | Yes — fast-iteration mode. Install via pulp doctor android hint. |
| Linux x86_64 | ✅ | Yes — same as above. |
| Windows x86_64 | ✅ | Yes — but note: per Google's Known Issues, the android emulator subcommand is currently disabled on Windows. Run the emulator directly from %ANDROID_HOME%\emulator\emulator.exe (which pulp doctor android already discovers). The build subcommand is unaffected. |
| Linux arm64 | ❌ | No binary. Stay on Gradle. Pulp's CI Linux ARM64 host (ssh ubuntu) is in this bucket. |
| Windows arm64 | ❌ | No binary. Stay on Gradle. Pulp's ssh win2 ARM64 Windows host is in this bucket. |
| macOS Intel | ❌ | Not in Google's matrix. Stay on Gradle. |
pulp doctor android reports your host's status under "Google
Android CLI (optional accelerator)" — green when the binary is
installed on a supported host, green-with-explanation on
unsupported hosts (no install hint to follow), yellow with an
install command on supported hosts where the binary is absent.
pulp build --android once that wraps it), and
now need to push the APK + relaunch:
android run --apks=android/app/build/outputs/apk/debug/app-debug.apk
is faster than adb install + am start with the right activity.android layout -d followed by
android screen capture --annotate + screen resolve lets you
drive the running app without computing tap coordinates by hand.android create empty-activity-agp-9 is
a defensible starting point if Pulp's example Android shell ever
needs regenerating from a current AGP template.android docs search 'foreground service lifecycle'
is the agent-facing replacement for hand-rolling
developer.android.com queries.android build. Gradle (+ Pulp's CMake
NDK invocation) stays the authoritative path. Don't claim the
CLI is a build accelerator; it isn't.pulp ship is the only
store-grade path. The CLI's run is debug-install only.-DPULP_ENABLE_AUDIO_PROBES=OFF; the standalone audio probes are a
dev/examples diagnostic surface, not something generated app builds
should ship accidentally.ssh ubuntu, Windows ARM64 via ssh win2) where the CLI binary
doesn't exist. CI scripts use adb / gradle directly.The Android CLI is agent-agnostic. Per Google's own docs (developer.android.com/tools/agents): "Use any agent of your choice while still being able to easily leverage Android development best practices." Claude Code, Codex, plain bash — all use it the same way. It is not Gemini-locked.
The Android CLI binary itself installs cleanly and android info /
android emulator list / android skills list work. But
android run --apks=... needs a successfully-built APK first, and
Pulp's ./gradlew assembleDebug can fail for reasons outside the
CLI's reach
(stale local checkout missing tools/cmake/PulpInstrumentation.cmake,
NDK version mismatch with AGP, etc.). Treat the CLI as a
post-build amplifier; it doesn't fix build-stage breakage.
A future pulp doctor android extension should add a
"build-configures-cleanly" check (run ./gradlew :app:configureCMakeDebug --dry-run and grep for CMake Error)
so the agent catches stale-checkout / missing-NDK issues before
attempting a full build cycle.
There is no pulp flag that wraps the CLI today, and given the
CLI's actual command surface (no build subcommand) there's no
clean wrap to add. The CLI is invoked directly:
android run --apks=android/app/build/outputs/apk/debug/app-debug.apk
android layout -p
android screen capture --output=ui.png
When the CLI is absent, fall back to the underlying tools the CLI itself wraps:
| CLI absent → use this instead |
|---|
android run --apks=X → adb install -r X && adb shell am start -n com.pulp/.MainActivity |
android layout → adb shell uiautomator dump |
android screen capture → adb exec-out screencap -p > ui.png |
android emulator start → $ANDROID_HOME/emulator/emulator -avd <name> |
android sdk install/list → $ANDROID_HOME/cmdline-tools/.../bin/sdkmanager (if installed) or via Android Studio |
android docs search → just google it |
pulp doctor android reports CLI status; if it's missing the
agent should fall back to these commands without asking.
Google publishes a set of agent skills under the
agentskills.io open standard at
github.com/android/skills.
These follow the same SKILL.md + frontmatter convention Pulp
uses, so any agent that loads .agents/skills/ can also consume
them by cloning the Android repo into its skill search path.
Not all 6 published skills apply to Pulp's Android target. Pulp's
Android UI is C++/Skia rendered to a SurfaceView, not Jetpack
Compose, so the Compose-flavoured skills are inert here.
| Google skill | Path | Pulp relevance |
|---|---|---|
| AGP 9 upgrade | build/agp/agp-9-upgrade | ✅ Use when bumping android/app/build.gradle.kts past AGP 8.x. Skill walks the migration steps; pair with pulp doctor android to confirm Gradle/SDK versions. |
| R8 analyzer | performance/r8-analyzer | 🟡 Use only if/when Pulp's Android shell ever enables R8 shrink/optimize. Pulp ships JNI bridges (com.pulp.*) that need explicit -keep rules; R8 audit is the right tool when that day comes. |
| Make app edge-to-edge | system/edge-to-edge | ✅ Pulp's full-screen Vulkan Surface should declare edge-to-edge support so the system bars don't crop the canvas. Useful when wiring WindowCompat.setDecorFitsSystemWindows. |
| Migrate to Compose | jetpack-compose/... | ❌ N/A — Pulp UI is C++/Skia, not Compose. |
| Set up Navigation 3 | navigation/... | ❌ N/A — Pulp's shell is single-Activity SurfaceView; no Compose Navigation. |
| Upgrade Play Billing | play/... | ❌ N/A — Pulp doesn't ship in-app purchases. |
Three options, in order of preference for an agent context:
android skills add (requires the Android CLI):
android skills add --all # install everything for detected agents
android skills add --skill=edge-to-edge # install just one
android skills add --agent=claude-code --skill=agp-9-upgrade
android skills add defaults to ~/.gemini/antigravity/skills if
no agents are detected, so pass --agent explicitly when
installing for Claude Code or Codex. List installed skills with
android skills list --long. android init is a one-shot helper
that installs only the android-cli skill into the host agent.
Clone the repo if you want to read or version-pin offline:
git clone https://github.com/android/skills \
~/.agents/external/android-skills
Then add the relevant subdirectory to the agent's skill search path manually.
WebFetch ad-hoc when the applicability is one-off — the
Android skills are short Markdown files and the raw URL is
stable.
When in doubt, ask pulp doctor android first — it'll confirm the
CLI is present so android skills add is even an option.
# NDK must be installed (Android Studio SDK Manager or standalone)
# Set NDK path — typically:
export ANDROID_NDK=$HOME/Library/Android/sdk/ndk/30.0.8
# Configure for Android arm64
cmake -S . -B build-android \
-DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake \
-DANDROID_ABI=arm64-v8a \
-DANDROID_NATIVE_API_LEVEL=26 \
-DCMAKE_BUILD_TYPE=Release
# Build
tools/ci/governed-build.sh cmake --build build-android
Android Skia must be built from source — there is NO prebuilt slice. The
danielraffel/skia-builder release fork ships ios / linux / mac slices but no
android asset (verified at chrome/m151 + m150). So unlike the other
platforms (which fetch_skia_for_release.py downloads), Android Skia comes from:
export ANDROID_HOME=$HOME/Library/Android/sdk
export ANDROID_NDK_HOME=$ANDROID_HOME/ndk/<version>
SKIA_BRANCH=chrome/m151 bash tools/build-skia-android.sh # needs `ninja` on PATH
# -> external/skia-build/android-gpu/lib/Release/*.a (gitignored; headers under
# external/skia-build/include/android/** ARE tracked). For the x86_64 emulator
# set ANDROID_ABI=x86_64 and FindSkia.cmake picks android-gpu-x86_64/.
ninja: command not found is the usual first failure (brew install ninja);
gn is fetched by the script. libdawn_combined.a may come out as a tiny stub
(WebGPU/Dawn for Android is a separate concern from the Skia raster libs).
cd android
./gradlew assembleDebug
# Output: android/app/build/outputs/apk/debug/app-debug.apk
# Regular host build still works in the android worktree
cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
tools/ci/governed-build.sh cmake --build build
ctest --test-dir build --output-on-failure
The committed wrapper files (android/gradlew, gradlew.bat, and
gradle/wrapper/**) are redistributed tooling, not generated build output.
Keep the pinned Gradle version, wrapper JAR SHA-256, and Apache-2.0 attribution
in sync across tools/deps/manifest.json, DEPENDENCIES.md, NOTICE.md, and
docs/reference/licensing.md. tools/deps/audit.py --strict detects a wrapper
JAR that is missing from the inventory.
Gradle output directories (android/.gradle/ and every android/**/build/)
must remain ignored. In particular, never commit
android/build/reports/problems/problems-report.html: it is generated,
machine-specific, and embeds third-party report assets.
# List available AVDs
emulator -list-avds
# CRITICAL: use -gpu host, NOT swiftshader_indirect
# swiftshader is a CPU software rasterizer that starves the audio HAL,
# causing pcm_writei I/O errors and permanent audio dropout.
# -gpu host uses Metal/MoltenVK on Apple Silicon — fast, stable audio.
QEMU_AUDIO_DRV=coreaudio emulator -avd Medium_Phone_API_36 -gpu host -no-snapshot &
# Wait for boot
adb wait-for-device
adb shell getprop sys.boot_completed # returns "1" when ready
adb install -r android/app/build/outputs/apk/debug/app-debug.apk
adb shell am start -n com.pulp/.PulpActivity
# If killed for slow start (Dawn init takes 3+ seconds), just retry:
adb shell am start -n com.pulp/.PulpActivity
adb exec-out screencap -p > /tmp/pulp-android.png
# View with: open /tmp/pulp-android.png
# Tap at coordinates (dp)
adb shell input tap 200 400
# Drag (swipe) from point A to point B over 300ms
adb shell input swipe 200 400 200 300 300
# Take screenshot after to verify state changed
sleep 0.5 && adb exec-out screencap -p > /tmp/after-tap.png
PulpSurfaceView accepts dropped files and routes them into the C++ view
tree's shared dispatch_drop core (the same core the mac/win/linux/iOS hosts
use). The wiring mirrors touch:
PulpSurfaceView.kt): setOnDragListener → ACTION_DRAG_STARTED
accepts any drag with items; ACTION_DROP calls
requestDragAndDropPermissions(event) (needed to read another app's
content:// URIs), copies each ClipData URI into cacheDir/dropped/ via
ContentResolver.openInputStream (the C++ side needs filesystem paths —
content:// URIs are not openable by path), then nativeOnDrop(paths, x, y).gpu_surface_android_jni.cpp): nativeOnDrop marshals the
jobjectArray of paths → std::vector<std::string> → android_on_drop.gpu_surface_android.cpp): android_on_drop converts px→dp (÷
g_display_density, like touch) and calls dispatch_drop(*g_root_view, …).Architecture note: Android has NO WindowHost/PluginViewHost — the tree
is the global g_root_view in gpu_surface_android.cpp, so View::start_file_drag
has no host pointer to dispatch through. Outbound is therefore wired via a
process-global drag backend: drag_drop.hpp's set_file_drag_backend() /
invoke_file_drag_backend() — View::start_file_drag calls the registered
backend as a last resort when no host handles the drag. The Android JNI bridge
caches the PulpSurfaceView (GlobalRef) at surfaceCreated and registers a
backend that up-calls Kotlin startFileDrag(String[]): Boolean (via
get_env() + CallBooleanMethod), which builds a ClipData of FileProvider
content:// URIs (${applicationId}.fileprovider, declared in the manifest +
res/xml/file_paths.xml) and runs View.startDragAndDrop with
DRAG_FLAG_GLOBAL | DRAG_FLAG_GLOBAL_URI_READ. Call start_file_drag from a
touch handler (UI thread); off-thread it posts and reports optimistic success.
JNI namespace is pulp::android (NOT pulp::platform::android).
Emulator gesture test: drag a file from the Files app onto the Pulp window;
watch adb logcat -s Pulp for the drop. The headless test suites can't exercise
the OS drag gesture (same as touch).
# Filter to Pulp logs
adb logcat -s PulpAudio PulpRender Pulp
# Clear and watch
adb logcat -c && adb logcat -s Pulp
tools/scripts/android_smoke.sh is the single-invocation validator for
the full generator → build → install → launch → render → audio →
permission → lifecycle → shutdown path. It runs against whatever device
or emulator adb devices reports; it does not start its own emulator.
# Full cycle (builds APK + runs smoke) — about 3 min cold on M-series
tools/scripts/android_smoke.sh
# Fast loop — reuse existing APK (~5s)
tools/scripts/android_smoke.sh --skip-build
# Skia-Android prebuilts missing — continue without Dawn/Skia
tools/scripts/android_smoke.sh --skip-build --allow-no-gpu
# ctest integration (gated behind opt-in env var)
PULP_ANDROID_SMOKE_ENABLED=1 ctest --test-dir build -R android-smoke
Three ordering rules the script enforces — violating any of them breaks validation:
pm revoke RECORD_AUDIO kills the
app process (standard Android behavior for a granted-and-in-use
permission). The smoke runs exercise_lifecycle before
exercise_permissions so the background/foreground transition is
observed in a live process.nativeOnForeground fires
multiple times at app startup (onCreate, onResume). For the -- foreground bring-back check to see the POST-HOME foreground and
not an initial one, the lifecycle stage passes advance to
wait_for_logcat to skip past prior matches. Non-lifecycle stages
leave the cursor at 0 because stage order on Android is
non-deterministic — DemoSynth's playing marker can log BEFORE
Dawn's failure marker despite being fired from a later code path.dumpsys, not via callback.
pm grant / pm revoke flip the runtime-permission state but do
not fire Kotlin's ActivityResultContracts callback — so
permissions.cpp's "Permission result" log line never shows up on
the pm-driven path. The smoke confirms the grant flipped via
dumpsys package com.pulp.app | grep -A1 RECORD_AUDIO rather than
a logcat marker.Per-stage, the script greps for these markers (tag in parens):
| Stage | Marker | Tag |
|---|---|---|
| JNI load | JNI_OnLoad: Pulp native bridge initialized | Pulp |
| Surface | Android GPU surface: ANativeWindow received | Pulp |
| Dawn OK | Dawn initialized | Pulp |
| Dawn bad | Dawn initialization failed / failed to create Dawn GpuSurface | Pulp |
| Skia | Skia Graphite context created / Dawn-only mode | Pulp |
| Audio | DemoSynth: playing | PulpAudio |
| Background | nativeOnBackground | Pulp |
| Foreground | nativeOnForeground | Pulp |
Note: demo_synth.cpp uses PULP_LOG_TAG="PulpAudio", everything else
uses Pulp. Pass both tags (space-separated) when grepping audio.
.github/workflows/android.yml has an android-emulator-test job
gated on vars.PULP_ANDROID_EMULATOR_ENABLED. On macos-latest (Apple
Silicon) the arm64-v8a emulator hits HV_UNSUPPORTED — keep the gate
OFF until a runner lane can provide hardware virtualization for the emulator
or the workflow grows an x86_64 APK/emulator path. Run the smoke locally in the
meantime.
The same workflow now also has an android-kotlin-coverage job on
macos-latest. It runs ./gradlew :app:testDebugUnitTest :app:jacocoDebugUnitTestReport, uploads the JaCoCo HTML/XML artifacts,
and sends android/app/build/reports/jacoco/jacocoDebugUnitTestReport/jacocoDebugUnitTestReport.xml
to Codecov. This is a JVM-only lane for android/app/src/main/kotlin/**
and does not replace emulator/device coverage.
Timeline and playback portability have a separate required-on-change job in
.github/workflows/android.yml. It cross-compiles the structural and
playback fixture runners as x86_64 NDK executables, boots an x86_64 API-34
emulator on Linux/KVM, and executes them with explicit remote exit markers.
tools/ci/android-fixture-lane.sh requires timeline round-trip, journal replay,
and audio/MIDI golden markers, then corrupts only the copied device golden to
prove the playback oracle can turn red before restoring it. An arm64 emulator
run is useful during local development but does not satisfy this x86_64 gate.
The reference app supports BLE-MIDI central mode on Android 12 (API 31) and
newer. Starting a scan without Nearby devices permission opens the system
permission prompt; retry the scan after granting it. PulpBluetoothMidi scans
for the standard BLE-MIDI service and opens
devices through Android's MidiManager; the native bridge registers ordinary
MIDI byte-stream input and output ports in Pulp's BleMidiRegistry. Android,
not Pulp, owns BLE packet framing. The app requires BLUETOOTH_SCAN and
BLUETOOTH_CONNECT Nearby devices permissions. On older Android releases, the
reference app reports this feature unavailable instead of requesting legacy
location permission.
With one booted arm64-v8a API 34 AVD or device attached, run the focused acceptance test:
cd android
./gradlew --no-daemon --max-workers=2 :app:connectedBleMidiValidationAndroidTest
The bleMidiValidation build type packages a small validation library from the
same production Android bridge and registry sources. Its injected fake
peripheral must prove discovery, connection, native input/output registration,
raw MIDI in both directions, and teardown of both ports on disconnect. This
target deliberately avoids the unrelated full app target closure and does not
replace a normal APK build.
Before calling physical-device support proven, grant Nearby devices access,
connect a BLE-MIDI peripheral, confirm the ble-midi-in:<address> and
ble-midi-out:<address> registry entries, exercise MIDI in both directions,
then power off or move the peripheral out of range and confirm both entries are
removed. Android BLE-MIDI peripheral/advertising mode is out of scope.
These are hard-won lessons from the bringup. Violating any of these will cause crashes or subtle bugs.
// WRONG — __linux__ matches Android too!
#if defined(__linux__)
// Linux code...
#elif defined(__ANDROID__)
// Never reached!
// RIGHT — check Android first
#if defined(__ANDROID__)
// Android code...
#elif defined(__linux__)
// Linux code...
In CMake, ANDROID must be checked before UNIX for the same reason.
Android Bionic doesn't have posix_spawn. Use fork/exec instead. The ChildProcess subsystem already handles this with #ifdef __ANDROID__ guards.
Android Vulkan uses RGBA8, not BGRA8 (which macOS/desktop Vulkan uses). The Dawn backend texture info must match exactly, or Skia canvas operations (especially text rendering) will crash or produce garbage.
SkiaSurface applies scale_factor internally via canvas->scale(). If you also call canvas->scale(density, density) in your render function, everything renders 2x too large.
// WRONG
canvas->scale(density, density); // SkiaSurface already did this!
root->paint(*canvas);
// RIGHT — just paint, SkiaSurface handles the scale
root->paint(*canvas);
Android touch events arrive in physical pixels. Convert to dp before hit-testing:
float dp_x = pixel_x / display_density;
float dp_y = pixel_y / display_density;
auto* hit = root->hit_test({dp_x, dp_y});
Then convert dp to view-local coordinates by walking up the parent chain:
static view::Point to_local(view::View* target, float dp_x, float dp_y) {
float abs_x = 0, abs_y = 0;
for (auto* v = target; v != nullptr; v = v->parent()) {
abs_x += v->bounds().x;
abs_y += v->bounds().y;
}
return {dp_x - abs_x, dp_y - abs_y};
}
Android touch dispatch gives the root gesture arbiter first refusal. Build a
root-space MouseEvent in dp units, with the stable pointer id,
PointerType::touch, explicit MousePhase (press / drag / release), and
tap click_count, then call View::dispatch_gesture_pointer_event(...). If it
returns true, stop there: the recognizer has claimed the stream, and also
dispatching legacy widget events will double-handle the same touch.
For ACTION_CANCEL, loop over every active pointer and send a release-phase
root-space MouseEvent with is_cancelled = true through
dispatch_gesture_pointer_event(...) before clearing legacy capture state. Just
clearing the Android-side captured view leaves recognizers active forever.
When the arbiter does not consume the stream, fall back to widget dispatch. Some
widgets (like Fader) use on_mouse_event(MouseEvent) to track drag state.
Others use the simple on_mouse_down(Point). Always dispatch both:
view::MouseEvent ev;
ev.position = local;
ev.window_position = dp;
ev.button = view::MouseButton::left;
ev.pointer_type = view::PointerType::touch;
ev.pressure = pressure;
ev.is_down = true;
ev.click_count = click_count;
hit->on_mouse_event(ev); // Rich event (Fader needs this)
hit->on_mouse_down(local); // Legacy event (Toggle, Knob need this)
Fader::orientation_ defaults to Orientation::vertical. If you want horizontal faders, set explicitly:
fader->set_orientation(Fader::Orientation::horizontal);
Deeply nested Panel containers (Panel > Panel > Widget) break flex layout propagation — child bounds remain {0,0,0,0} and hit_test returns the parent Panel instead of the widget. Keep hierarchies flat:
// WRONG — nested wrappers break layout
auto wrapper = std::make_shared<Panel>();
auto inner = std::make_shared<Panel>();
inner->add_child(knob);
wrapper->add_child(inner);
root->add_child(wrapper);
// RIGHT — add directly or one level deep
auto row = std::make_shared<Panel>();
row->add_child(knob1);
row->add_child(knob2);
root->add_child(row);
Calling layout_children() on a sub-panel before it has been assigned bounds by its parent's layout pass will hang or produce zero-size children. Only call layout_children() on the root after setting root bounds.
Use --whole-archive when linking libpulp.so to ensure JNI symbols are exported:
target_link_options(pulp-jni PRIVATE
-Wl,--whole-archive $<TARGET_FILE:pulp-platform> -Wl,--no-whole-archive
)
GpuSurface::adapter_info() looks like the place to learn which GPU you are on.
On Android it is not, because Android runs the Dawn backend, and
gpu_surface_dawn.cpp overwrites the identity with a label instead of forwarding
what the adapter said:
info.name = "Native Dawn Adapter (" + info.backend_type + ")"; // "…(Vulkan)"
info.description = info.name;
info.vendor = "Dawn";
So name is "Native Dawn Adapter (Vulkan)" and vendor is "Dawn" on every
Android device, and a GPU blocklist keyed on the adapter name matches nothing
— silently, with no error and no log line. The wgpu-native sibling in the same
file does the opposite (it converts the real device / vendor / description
WGPUStringViews), so reading only that branch gives the wrong impression of
what Android sees. Anything matching on device identity must also match against
description, and until the Dawn branch forwards wgpuAdapterGetInfo's real
strings, the match can only succeed on a wgpu-native build.
There is also no driver version anywhere to match on: neither Pulp's
AdapterInfo nor Dawn's wgpu::AdapterInfo has a numeric driver field
(vendor, architecture, device, description, backendType, adapterType,
vendorID, deviceID, subgroup sizes — that is the whole struct). A blocklist
entry can therefore only block a whole GPU, not a driver build; a
maxDriverVersion field is unpopulatable and will sit dead.
GpuDriverPolicy.shouldUseVulkan() runs before nativeOnSurfaceCreated, so
there is no adapter to interrogate at the moment of the decision — and creating
one is the very thing that might crash the driver you are trying to avoid. The
identity has to be persisted: PulpSurfaceView records it into
SharedPreferences after Dawn initializes, and the next launch checks the
remembered adapter. This mirrors the existing crash-flag design, and it is why
the policy stays unit-testable — a JVM unit test can mock SharedPreferences
but can never call an external fun.
Skia headers reference src/ and modules/ from the source tree. Dawn headers need both source and generated includes. The build script build-skia-android.sh handles this, but if you're debugging include paths:
target_include_directories(pulp-render PRIVATE
${SKIA_SOURCE_DIR} # for src/ headers
${SKIA_SOURCE_DIR}/modules # for skparagraph etc.
${DAWN_SOURCE_DIR}/include
${DAWN_BUILD_DIR}/gen/include
)
NDK 30 Clang is stricter than desktop Clang. Suppress warnings in Oboe with -w:
if(TARGET oboe)
target_compile_options(oboe PRIVATE -w)
endif()
If you see NullPointerException on StorageManager.getVolumes(), the emulator's data partition is corrupted. Fix:
# Kill emulator
adb emu kill
# Restart with data wipe
emulator -avd <avd_name> -wipe-data -no-snapshot
The include(PulpAndroid.cmake) in root CMakeLists.txt must be wrapped in if(ANDROID) to prevent any side effects on non-Android builds:
if(ANDROID)
include(${CMAKE_CURRENT_SOURCE_DIR}/tools/cmake/PulpAndroid.cmake)
endif()
core/platform/src/android/permissions.cpp owns the JNI callback
(Java_com_pulp_PulpActivity_nativeOnPermissionResult) and a single
pulp::android::g_permission_callback function pointer.
permissions_backend.cpp subscribes to that hook via
set_permission_callback() and fans results out to pending
pulp::platform::RequestCallback entries keyed by
pulp::android::Permission.
Two rules:
set_permission_callback() call wins
and the first is silently orphaned. If you need more than one
listener, extend the registry in permissions_backend.cpp rather
than adding another hook to permissions.cpp.PULP_PERMISSIONS_HAS_BACKEND=1 as
a PUBLIC compile definition on pulp-platform (see
core/platform/CMakeLists.txt). Tests read that define, so keeping
it PUBLIC is what lets test_permissions.cpp branch on
has_platform_backend() correctly on Android.The enum surface stays at three values (RecordAudio, BluetoothMidi,
PostNotifications) — anything else (LocalNetwork, BackgroundAudio,
ForegroundService) is handled on the C++ side by to_android()
returning std::nullopt and the request callback firing synchronously
with the desktop default.
When mapping a 0..1 value to a pixel position with a circular/rect indicator, always inset by the indicator's radius so it stays fully within widget bounds:
// Convention for slider-like widgets:
float usable = length - 2.0f * radius;
float pos = radius + value * usable;
This applies to: Fader thumb, XYPad dot, CorrelationMeter bar, ColorPicker cursors. Knob and Toggle already self-inset by design.
Many widgets use ValueAnimation for visual state changes (Toggle thumb position, Knob hover scale, Fader hover). Without a continuous render loop (AChoreographer), advance_animations(dt) is never called, so animations are started but never progress — the widget's visual state appears stuck even though the logical state changed.
Fix: Before each paint, advance animations with a large dt to snap to completion:
// Recursively advance all widget animations
static void advance_view_animations(view::View* v, float dt) {
if (auto* k = dynamic_cast<view::Knob*>(v)) k->advance_animations(dt);
if (auto* f = dynamic_cast<view::Fader*>(v)) f->advance_animations(dt);
if (auto* t = dynamic_cast<view::Toggle*>(v)) t->advance_animations(dt);
for (size_t i = 0; i < v->child_count(); ++i)
advance_view_animations(v->child_at(i), dt);
}
// In render function, before paint:
advance_view_animations(g_root_view.get(), 1.0f); // 1s snaps to target
This is a workaround until AChoreographer provides a proper frame loop with real dt values.
Since Skia m132, SkFontMgr_New_Android and SkFontMgr_New_FontConfig require a non-null SkFontScanner. Passing nullptr causes SIGSEGV when rasterizing glyphs (not during font manager creation — the crash is deferred to drawSimpleText).
// WRONG — crashes in drawSimpleText
mgr = SkFontMgr_New_Android(nullptr, nullptr);
// RIGHT — pass a FreeType scanner
#include "include/ports/SkFontScanner_FreeType.h"
mgr = SkFontMgr_New_Android(nullptr, SkFontScanner_Make_FreeType());
Do NOT use SkFontMgr_New_AndroidNDK for API < 30 — it has locale API bugs on Android 10.
Android surfaces render edge-to-edge. Content must account for system UI (status bar, navigation bar, display cutouts). Pass insets from Kotlin to C++ via JNI:
// Kotlin: read insets and pass to C++ as dp values
ViewCompat.setOnApplyWindowInsetsListener(this) { _, insets ->
val bars = insets.getInsets(WindowInsetsCompat.Type.systemBars())
nativeSetSafeAreaInsets(
bars.top / density, bars.bottom / density,
bars.left / density, bars.right / density
)
insets
}
// C++: apply to root panel padding
g_root_view->flex().padding_top = std::max(12.0f, safe_top + 4.0f);
g_root_view->flex().padding_bottom = std::max(12.0f, safe_bottom + 4.0f);
Without this, content renders under the status bar. The +4.0f adds breathing room beyond the bare minimum.
Label::paint() calls canvas.fill_text() which works in isolation, but text doesn't appear when painted through the View hierarchy's nested save/translate/clip_rect stack on Skia Graphite + Vulkan. This is likely a Graphite-specific issue.
Workaround: Draw section labels directly on the canvas after paint_all():
// After paint_all, draw labels at absolute dp coordinates
canvas.set_fill_color(Color::rgba(205, 214, 244));
canvas.set_font("sans-serif", 22);
canvas.fill_text("PULP SYNTH", label_x, pad_top + 22);
Use spacer Panels in the flex layout to reserve vertical space for each label.
CLI, MCP server, inspector, tests, and examples are desktop-only. Guard them in the root CMakeLists.txt:
if(NOT ANDROID)
add_subdirectory(tools/cli)
add_subdirectory(tools/mcp)
endif()
if(PULP_BUILD_TESTS AND NOT ANDROID)
# ...tests...
endif()
if(PULP_BUILD_EXAMPLES AND NOT ANDROID)
add_subdirectory(examples)
endif()
For libraries that conditionally link desktop-only targets (like pulp-format → pulp::inspect), use if(NOT ANDROID) guards rather than if(TARGET ...) since the target may not exist yet at configure time due to CMake ordering.
Dawn regularly renames WebGPU types. After rebasing on main, watch for:
ShaderModuleWGSLDescriptor → ShaderSourceWGSLchoc::value::ValueView temporaries may not bind to non-const references — use auto (not auto&)posix_spawn isn't just missing from platform code — view utilities like ContentSharer on the Linux #else fallback path also hit it. Guard with #elif defined(__ANDROID__) stubs:
#elif defined(__ANDROID__)
// Android: file sharing done via JNI/Intent — stub for now
void ContentSharer::share_file(const std::filesystem::path&, void*) {}
The demo synth uses Oboe with shared atomic parameters for lock-free UI → audio communication:
// Shared params — written by UI thread, read by audio callback
struct SynthParams {
std::atomic<float> osc_pitch{0.5f};
std::atomic<float> filter_cutoff{0.65f};
// ...
};
// UI sync (called each frame from render loop)
static void sync_ui_to_synth() {
auto& p = synth_params();
p.osc_pitch.store(knob->value(), std::memory_order_relaxed);
}
// Audio callback (Oboe, lock-free)
oboe::DataCallbackResult onAudioReady(...) {
float pitch = p.osc_pitch.load(std::memory_order_relaxed);
// ... generate audio ...
}
Start audio after the render loop starts, stop in nativeOnShutdown (NOT in android_surface_destroyed).
Never use SharingMode::Exclusive or PerformanceMode::LowLatency on the emulator. The Ranchu virtual audio HAL can't handle exclusive access — it produces pcm_writei I/O error storms that permanently break the audio pipe until emulator restart. Use:
builder.setPerformanceMode(oboe::PerformanceMode::None)
->setSharingMode(oboe::SharingMode::Shared)
On a real device, Exclusive + LowLatency is fine and preferred. Detect emulator vs hardware at runtime if you need both paths.
The Activity lifecycle causes surface destroy/recreate during normal transitions (configuration change, initial layout). Three rules:
android_surface_destroyed() — the surface gets destroyed and recreated during Activity transitions. The synth should survive this.onPause() — the Activity gets briefly paused during surface transitions. Move abandonFocus() to onDestroy().nativeOnShutdown() — called from onDestroy() when the Activity is actually going away.Violating any of these causes audio to play for 0.4–1.7 seconds then go silent, making it look like an emulator bug when it's actually a lifecycle bug.
Without AudioFocusRequest, Android may silently mute the Oboe stream. Request focus in onResume():
audioFocus = PulpAudioFocus(this)
// in onResume:
audioFocus.requestFocus()
// in onDestroy:
audioFocus.abandonFocus()
Monitor audio output without speakers using logcat peak levels:
adb logcat -s Pulp | grep "Audio peak"
# Output: Audio peak: 0.130 (-17.7 dB)
This logs every ~3 seconds. If peaks are >0 but you hear nothing, the issue is the emulator audio pipe, not the synth.
Dawn shader compilation takes 10-15 seconds on the emulator. Running it on the main thread causes ANR. The fix: a dedicated render thread with its own Looper for AChoreographer:
// Kotlin: launch render thread in surfaceCreated
renderThread = Thread({
Looper.prepare() // AChoreographer needs a Looper
renderLooper = Looper.myLooper()
nativeOnSurfaceCreated(holder.surface) // Dawn init happens here (slow)
initComplete = true
Looper.loop() // Blocks — processes AChoreographer callbacks
}, "PulpRenderThread").also { it.start() }
Key rules:
std::thread won't workrenderLooper?.quitSafely() + thread.join(5000)swiftshader_indirect is a CPU software rasterizer. Dawn shader compilation under swiftshader pegs virtual CPU at 100%, starving the VirtIO audio pipe and System UI threads. Symptoms:
pcm_writei failed with I/O error from Ranchu HAL (permanent audio dropout)Always use -gpu host on macOS Apple Silicon. This maps Vulkan to Metal via MoltenVK, offloading rendering to the GPU.
The macOS host can run the Android profiling workflow. A Google Play system
image is unsuitable for native-allocation attribution: the API 37 arm64 Play
image used during the SurfaceRuntime investigation did not expose a usable
android.heapprofd service or Perfetto allocation service. Do not conclude
that Android retention is untestable on the host until a development image has
been tried.
Install the Android command-line tools and a JDK if the SDK has no
sdkmanager/avdmanager, then install a separate Google APIs development
image. Keep the existing Play AVD unchanged:
brew install --cask android-commandlinetools
brew install --cask temurin
export JAVA_HOME="$(/usr/libexec/java_home -v 27)"
export ANDROID_SDK_ROOT="$HOME/Library/Android/sdk"
yes | sdkmanager --sdk_root="$ANDROID_SDK_ROOT" \
'platform-tools' 'emulator' \
'system-images;android-35;google_apis;arm64-v8a'
printf 'no\n' | avdmanager create avd \
-n Pulp_Profile_API35 \
-k 'system-images;android-35;google_apis;arm64-v8a' \
-d pixel_6
"$ANDROID_SDK_ROOT/emulator/emulator" \
-avd Pulp_Profile_API35 -gpu host -wipe-data
Verify the image empirically before running Pulp:
adb shell getprop ro.build.type # userdebug or eng
adb shell getprop ro.debuggable # 1
adb shell ls -l /system/bin/heapprofd # must exist
adb shell service list | grep -E 'traced|perfetto|heap'
adb shell ps -A | grep -E 'traced|traced_probes'
On a suitable userdebug image, /system/bin/heapprofd may be protected from
direct shell execution; use the profiling client/Perfetto path instead. Run a
small allocation-trace smoke test first and retain the device fingerprint,
image revision, profiler configuration, and raw trace metadata. Only then
repeat the existing five-cycle SurfaceRuntime control and GPU runs. PSS growth
alone is not ownership evidence, and another Play image does not satisfy this
gate.
Record the exact image and profiler result in the B3 issue before changing production code. If the development image still cannot produce allocation stacks, use a profileable physical arm64 device. The desktop refactor queue remains independent of this platform gate.
The synth UI can be created entirely via JavaScript using QuickJS (via CHOC). The JS script is embedded as a C++ string literal — no APK asset loading needed:
#include "synth_ui.js.h" // contains kSynthUiScript
// In create_demo_view_hierarchy:
auto engine = std::make_unique<ScriptEngine>();
auto bridge = std::make_unique<WidgetBridge>(*engine, root, store);
bridge->load_script(kSynthUiScript); // JS creates all widgets
root.layout_children();
The JS API: createKnob(), createFader(id, "horizontal", parent), createToggle(), createXYPad(), createMeter(), createLabel(), createRow(), createCol(), setFlex(), setValue(), setFontSize(), setTextColor(), setBackground(), on().
Widget refs for synth param sync are captured by ID:
auto* knob = dynamic_cast<Knob*>(bridge->widget("osc-0"));
Falls back to C++ widget hierarchy if JS fails (any exception → catch → C++ fallback).
android_render_frame() (in core/render/platform/android/gpu_surface_android.cpp) MUST call both g_widget_bridge->poll_async_results() and g_widget_bridge->service_frame_callbacks() once per vsync at the top, before begin_frame(). Without this, JS requestAnimationFrame / setTimeout / async-result queues never fire on Android: callbacks get queued, but the AChoreographer loop has to drain async results and pump the engine message loop explicitly.
Symptoms when missing:
requestAnimationFrame(loop) chain queues forever, never animatessetTimeout(cb, 100) never firesrequest_repaint, but that doesn't drain pending_frame_ids_)The fix is the bridge pump at the top of android_render_frame:
if (g_widget_bridge) {
g_widget_bridge->poll_async_results();
g_widget_bridge->service_frame_callbacks();
}
Hard to unit-test on Android while emulator integration is gated. The contract being asserted is already covered by widget-bridge rAF/repaint tests; the Android requirement is the structural connection from the frame loop to that shared bridge pump.
com.pulp.motion)The Kotlin / Compose / View bridge for pulp::view::motion lives in
android/app/src/main/kotlin/com/pulp/motion/. JNI shims live in
core/platform/src/android/jni_motion.cpp. Full design and DSL
docs are in the motion skill (Path H) — this section captures
the Android-specific wiring gotchas only.
pulp-jnijni_motion.cpp is intentionally excluded from the
pulp-platform glob in tools/cmake/PulpAndroid.cmake (alongside
jni_bridge.cpp) and added explicitly to the pulp-jni
SHARED target in the root CMakeLists.txt.
Why: pulp-platform does not link against pulp::view, so
compiling jni_motion.cpp there leaves
pulp::view::motion::Coordinator::* unresolved at link time. The
pulp-jni target links the full pulp::{platform,runtime,view,...}
closure so the JNI shims resolve cleanly.
If you add another JNI file that depends on a higher-layer subsystem,
add it to both excludes (PulpAndroid glob filter) AND to the
add_library(pulp-jni SHARED ...) source list.
OnPreDrawListener, not OnGlobalLayoutListenerView.pulpMotionTrace installs ViewTreeObserver.OnPreDrawListener
on purpose. OnGlobalLayoutListener fires only on layout-pass
changes; PreDraw fires on every frame the view is about to draw,
which catches intra-frame setTranslationX/Y and scroll deltas
that the layout listener would miss. The non-trivial cost is one
getLocationInWindow + one pulp_motion_update_geometry per draw —
and the whole thing short-circuits when
PulpMotion.isTracingEnabled is false.
withProvenance { } is single-threaded by designThe process-wide ambient provenance slot in motion::Coordinator
is not coroutine-safe. Do not call PulpMotion.withProvenance
from a suspending function that may switch dispatchers inside the
block — the clearAmbientProvenance may run on a different thread
than the setAmbientProvenance and bleed envelope state across
unrelated work. The Kotlin facade documents this; the Swift bridge
carries the same constraint. If you genuinely need per-coroutine
provenance, build it on top of publishComponents(... opts.provenance)
yourself.
installNativeBackend() belongs in PulpApplication.onCreateAfter System.loadLibrary("pulp") succeeds, call
com.pulp.motion.PulpMotion.installNativeBackend() exactly once.
Without this, every facade entry point routes through the default
PulpMotionBackend.noOp() and silently drops every event — the
bridge looks "working" from Kotlin but never reaches C++. Mirrors
the host-app wiring pattern documented in the motion skill's
Path G / Path H sections.
Nothing Pulp renders is announced per-widget on Android.
PulpAccessibilityDelegate (android/app/src/main/kotlin/com/pulp/ accessibility/PulpAccessibility.kt) is a View.AccessibilityDelegate, which
describes exactly ONE view: the host SurfaceView. It has no
getAccessibilityNodeProvider override, so Pulp's widgets are not virtual
accessibility nodes. onInitializeAccessibilityNodeInfo(host, info) receives a
single AccessibilityNodeInfo and loops over every C++ accessibility node
overwriting that same object's className / contentDescription / text — so
TalkBack sees one node carrying the LAST widget's role, and every other widget
is invisible. performAccessibilityAction likewise dispatches with node index
-1.
The C++ → Kotlin role mapping below is correct and matches the wire format, but
it is unreachable until someone implements AccessibilityNodeProvider (or
ExploreByTouchHelper): one virtual view id per accessible node,
createAccessibilityNodeInfo(id) filling role/name/value/bounds,
getVirtualViewAt for hit-testing, and performAction(id, …) routing the index
into nativePerformAction. No CI lane compiles this file — Kotlin changes here
are unexecuted until an emulator/device TalkBack run says otherwise. Do not
describe Android accessibility as working.
core/view/platform/android/accessibility_android.cpp marshals a view's role to
Kotlin as static_cast<int>(View::AccessRole), and
android/app/src/main/kotlin/com/pulp/accessibility/PulpAccessibility.kt matches
on those integers (ROLE_SLIDER = 1, …). There is no name in the protocol —
only the ordinal. Consequences:
View::AccessRole is append-only. Reordering or removing a value silently
re-labels every widget on TalkBack (a knob starts announcing as a checkbox);
nothing in the C++ build catches it, because the Kotlin side is not compiled
by the C++ CI lanes.ROLE_*
constant + when branch in PulpAccessibility.kt, in the same change.test/test_accessibility_tree.cpp (static_asserts). If that test fails,
fix the enum — do not update the test to match.Not wired yet: CollectionInfo / CollectionItemInfo for list / table
roles. Rows and cells announce as plain TextViews because the C++ side does not
yet publish per-row index metadata.
x86_64 Skia build — Only arm64 Skia is built. Emulator runs arm64 via translation but an x86_64 build would be faster.
Android native-retention attribution — The original Google Play AVD is insufficient for heapprofd/Perfetto attribution. Use the separate userdebug Google APIs AVD and the verification above before declaring the platform blocked; if it still cannot produce allocation stacks, obtain a profileable physical arm64 device. This does not block desktop refactor landing.
Android CLI integration note: CLI 0.7.15232955 has no
logcat/pm/am/input/build wrappers, so
android_smoke.sh and pulp build stay on raw adb/Gradle. Useful adopt-opportunistically surfaces: layout -p
(JSON UI hierarchy), screen capture --annotate + screen resolve (label-based tap coords), describe (JSON project
metadata). New CLI commands, install-URL changes, and
known-issue resolutions should be checked against Google's docs before relying
on this note for long-running Android work. Until that monitoring is automated,
refresh by hand if the CLI version or command surface may have drifted.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Optional AAX support for Pulp, including developer-supplied Avid SDK setup, CMake enablement, DigiShell/AAX Validator workflows, and local AAX builds on macOS or Windows.
日本語の概要は準備中です。原文の説明を表示しています。
Configure, implement, and test Pulp's optional desktop Ableton Link tempo-sync adapter while preserving the developer-supplied SDK, licensing, realtime, latency-compensation, and no-install boundaries.
日本語の概要は準備中です。原文の説明を表示しています。
Maintain Pulp's installed design-time agent capability manifest and public-surface ledger. Use when adding, removing, renaming, or materially changing public audio, MIDI, signal, timebase, or sequence APIs; registering a new algorithm for generators; changing capability support or deprecation state; or repairing agent-capabilities freshness, schema, fingerprint, tombstone, or installed-SDK tests.
日本語の概要は準備中です。原文の説明を表示しています。
Optional ARA support for Pulp, including developer-supplied ARA SDK setup, CMake enablement, adapter companion APIs, validation, and ARA-aware plugin implementation guidance.
日本語の概要は準備中です。原文の説明を表示しています。
The measurement surface for ALL Pulp DSP and audio-pipeline work — read it BEFORE writing or gating DSP, not only when something already sounds wrong. Covers the C++ harness (signal generators, metrics, assertions, RenderScenario, contracts), the offline Audio Doctor (magnitude/frequency response, THD/THD+N, phase/group delay), and their Python sibling the Audio Quality Lab (tools/audio/quality-lab — null residual + alignment, LTAS log-spectral distance, spectral flux/centroid, HNR, Theil-Sen drift slope, Kaiser-sinc resampling, license-guarded corpus, regression-net ratchet). TRIGGER on AUTHORING work — "build/design an oscillator/filter/synth/effect", "add a DSP module", "what should the acceptance gate be", "how do I measure aliasing / anti-aliasing / alias floor", "null against a reference", "is this DSP correct", "choose a tolerance", "golden/regression corpus for audio", "measure drift or jitter", "A/B two renders" — AND on DEBUGGING work — "is there sound / no audio / I hear nothing", "does this filter/compressor/synth/delay produce the right signal", "prove the DSP / prove the contract", "measure the frequency response", "what's the THD / is it distorting", "what's the group delay / phase response / measured latency", "magnitude response curve", "render a test tone and assert", "audio regression", "64-frame works but 128 is silent", "sample-rate change pitch-shifted it", "describe what's in this buffer", "audio doctor", "compare before/after a DSP refactor". Reach for this BEFORE hand-rolling any FFT, null test, alias measurement, pitch tracker, or golden-render script — most of it already exists in one of the two lanes. Test/tool layer over HeadlessHost — deterministic, no audio device, no speakers. Off the realtime thread entirely.
日本語の概要は準備中です。原文の説明を表示しています。
Reproduce and debug "only happens in a DAW" audio plugin bugs (cutouts, glitches, parameter-change failures) entirely offline — headless Processor scenes for DSP bugs and a standalone AudioUnit host probe for adapter/host-interaction bugs. Use when a plugin misbehaves in Logic/Live/etc. but unit tests are green.
日本語の概要は準備中です。原文の説明を表示しています。