Implement true low-latency Oboe audio bridge for Android - #114
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This change transforms the "Low-latency audio (Oboe)" setting from a purely measurement-based tool into a functional audio renderer. Key improvements: - Modified native Oboe bridge to accept PCM data via a provider callback. - Implemented `OboeAudioRedirector` in C# to bridge BASS and Oboe. - Uses reflection to intercept mixed audio data from the framework's BASS mixers (`TrackMixer` and `SampleMixer`). - Automatically downmixes stereo BASS output to mono for the low-latency Oboe stream. - Integrated the redirector into the `OsuGameAndroid` lifecycle. When enabled, the game now bypasses the high-latency Android system mixer, significantly reducing audio response time for gameplay.
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This change transforms the "Low-latency audio (Oboe)" setting from a purely measurement-based tool into a functional audio renderer. Key improvements: - Modified native Oboe bridge to accept PCM data via a provider callback. - Implemented `OboeAudioRedirector` in C# to bridge BASS and Oboe. - Uses reflection to intercept mixed audio data from the framework's BASS mixers (`TrackMixer` and `SampleMixer`). - Updated Oboe configuration to Stereo for high-quality game audio. - Integrated the redirector into the `OsuGameAndroid` lifecycle. When enabled, the game now bypasses the high-latency Android system mixer, significantly reducing audio response time for gameplay.
This change transforms the "Low-latency audio (Oboe)" setting from a purely measurement-based tool into a functional audio renderer. Key improvements: - Modified native Oboe bridge to accept PCM data via a provider callback. - Implemented `OboeAudioRedirector` in C# to bridge BASS and Oboe. - Uses reflection to intercept mixed audio data from the framework's BASS mixers (`TrackMixer` and `SampleMixer`). - Updated Oboe configuration to Stereo for high-quality game audio. - Integrated the redirector into the `OsuGameAndroid` lifecycle. When enabled, the game now bypasses the high-latency Android system mixer, significantly reducing audio response time for gameplay.
This change transforms the "Low-latency audio (Oboe)" setting from a purely measurement-based tool into a functional audio renderer. Key improvements: - Modified native Oboe bridge to accept PCM data via a provider callback. - Implemented `OboeAudioRedirector` in C# to bridge BASS and Oboe. - Uses reflection to intercept mixed audio data from the framework's BASS mixers (`TrackMixer` and `SampleMixer`). - Updated Oboe configuration to Stereo for high-quality game audio. - Integrated the redirector into the `OsuGameAndroid` lifecycle. When enabled, the game now bypasses the high-latency Android system mixer, significantly reducing audio response time for gameplay.
Implemented a high-performance audio bridge between the BASS audio engine and Google's Oboe library. This allows the "Low-latency audio (Oboe)" setting on Android to actually route game audio through the low-latency path (AAudio/MMAP), bypassing the standard high-latency system mixer. The implementation includes a native provider callback in C++, a managed redirector using BASS decoding channels, and integration into the OsuGameAndroid lifecycle.
PR created automatically by Jules for task 7026345882532678343 started by @winnerspiros