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Fix Oboe audio silence and optimize latency on Android - #128

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winnerspiros merged 1 commit into
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fix/oboe-audio-silence-and-latency-5876186882729675120
Mar 31, 2026
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Fix Oboe audio silence and optimize latency on Android#128
winnerspiros merged 1 commit into
masterfrom
fix/oboe-audio-silence-and-latency-5876186882729675120

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This PR fixes the issue where audio goes silent when 'Low latency audio (Oboe)' is enabled.

The root cause was that BASS only allows a channel to be a source for a single parent mixer at a time. Since the framework's mixers are already attached to a master mixer, the redirection call was failing with BASS_ERROR_ALREADY.

Key changes:

  • Implemented a 'Hijack & Restore' pattern in OboeAudioRedirector.cs.
  • Redirection now safely detaches mixers from framework parents and restores them when disabled, fixing the in-game toggle.
  • Added recursive root mixer discovery to capture all game audio and bypass the framework's final output stage for even lower latency.
  • Explicitly disabled BASS-internal buffering on the redirection path to maximize performance.
  • Ensured BASS is initialized at the hardware sample rate to eliminate software resampling.

PR created automatically by Jules for task 5876186882729675120 started by @winnerspiros

- Implemented 'Hijack & Restore' in OboeAudioRedirector.cs to temporarily
  detach BASS mixers from framework parents before redirecting to Oboe.
  This fixes the BASS_ERROR_ALREADY silence and allows clean toggling.
- Added recursive root mixer discovery to capture all game audio (UI/SFX/Music)
  and bypass the framework's final output stage for lower latency.
- Explicitly disabled BASS-internal buffering on the master mixer to achieve the
  lowest possible output latency.
- Added restoreDefaultAudio() on refresh to ensure state consistency.
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@winnerspiros
winnerspiros merged commit 017a910 into master Mar 31, 2026
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