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Simulator audio
The desktop simulator exposes an SDL speaker and microphone through Tactility's
standard audio_stream_* API. On macOS, SDL uses CoreAudio. Audio Settings controls
the simulator's input/output volume, mute, and enabled state; these controls do not
change macOS's system volume.
Running on macOS
Build the simulator in the usual host build environment (with python, lark,
and pyyaml available, and without ESP_IDF_VERSION):
cmake -S . -B buildsim
cmake --build buildsim --target Tactility -j 8
Create a fresh application bundle (the script deliberately refuses to overwrite an existing bundle):
sh Buildscripts/release-simulator-macos-app.sh buildsim release/Tactility-audio.app
open release/Tactility-audio.app
Alternatively, run ../buildsim/Tactility/Tactility with Data/ as the working
directory. Both the executable and the application bundle include a microphone
usage description. macOS asks for microphone access on the first actual recording
request, not at simulator startup. If denied, enable access in System Settings
→ Privacy & Security → Microphone and relaunch. For command-line launches, macOS
may attribute the permission to the terminal or launching application.
A Mac mini needs an external input device, such as a USB mic or headset. Without an input device, speaker output still works and input is reported unavailable. Connect the input before launch for predictable discovery/UI behavior.
Selecting devices
By default, each stream opens the system's default device. Startup logs list SDL's device names. Optional environment variables select an exact name:
SIM_AUDIO_OUTPUT="Mac mini Speakers" SIM_AUDIO_INPUT="USB Microphone" \
release/Tactility-audio.app/Contents/MacOS/Tactility
SIM_AUDIO_OUTPUT: exact output name, ornoneto disable output.SIM_AUDIO_INPUT: exact input name, ornoneto disable input.- Unset or empty values use the system default.
Selection is applied when opening a stream. An already-open stream does not
automatically switch when the system default changes; close/reopen it or relaunch.
A missing selected device causes an open failure rather than silently selecting a
different device. Permission/device errors are logged under SdlAudio.
Formats and behavior
- Signed 16-bit PCM; the shared stream module converts app sample rates and channel counts to 48 kHz mono capture / stereo playback. SDL handles host format conversion.
- One input and one output stream can be open simultaneously.
- Read/write from a worker task, never the LVGL thread.
- Audio callbacks use bounded lock-free buffers, with silence on playback underrun and dropped incoming frames on capture overflow.
- Reads/writes report partial byte counts on timeout, including converted streams.
- Closing output drains its bounded buffer for up to 250 ms. Closing input does not affect output, and vice versa.
- No audio mixing or acoustic echo cancellation is added by this backend. Use headphones when testing simultaneous microphone capture and playback.
Verification
cmake --build buildsim --target SimulatorAudioTests -j 8
ctest --test-dir buildsim/Tests -R SimulatorAudio --output-on-failure
These tests use SDL's dummy and disk backends without requiring microphone access. They cover full duplex, 16/44.1/48 kHz app formats, bounded buffering, partial timeouts, enable/disable, unavailable inputs, and sample-level input/output gain and mute. They also cover disabling audio while a slow codec open is pending, as can happen during a microphone permission prompt. Disk fixtures and output files are temporary and removed after the run.
To explicitly play a quiet half-second 440 Hz tone through real Mac audio:
SDL_AUDIODRIVER=coreaudio SIM_AUDIO_OUTPUT= \
buildsim/Tests/simulator/SimulatorAudioTests \
--no-skip --test-case="hardware output smoke test"
Physical microphone capture, the first-use permission prompt, and live device unplugging require a separate manual check with an input device attached.