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//! Mobile Platform Optimizations for VoiRS Spatial Audio
//!
//! This module provides platform-specific optimizations for iOS and Android devices,
//! including power management, performance tuning, and mobile-specific audio processing.
use crate::config::SpatialConfig;
use crate::core::SpatialProcessor;
use crate::types::Position3D;
use crate::{Error, Result};
use serde::{Deserialize, Serialize};
use std::time::{Duration, Instant};
/// Mobile platform types
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum MobilePlatform {
/// iOS (iPhone, iPad)
Ios,
/// Android devices
Android,
/// Generic mobile platform
Generic,
}
/// Mobile optimization configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MobileConfig {
/// Target platform
pub platform: MobilePlatform,
/// Battery optimization level (0.0 = performance, 1.0 = maximum battery life)
pub battery_optimization: f32,
/// Thermal throttling threshold (°C)
pub thermal_threshold: f32,
/// Maximum CPU usage percentage
pub max_cpu_usage: f32,
/// Adaptive quality enabled
pub adaptive_quality: bool,
/// Background processing enabled
pub background_processing: bool,
/// Maximum concurrent sources in low power mode
pub low_power_max_sources: usize,
/// Reduced sample rate for battery saving
pub battery_sample_rate: f32,
/// Use device-specific optimizations
pub device_optimizations: bool,
/// Enable spatial audio in calls/media
pub media_integration: bool,
}
impl Default for MobileConfig {
fn default() -> Self {
Self {
platform: MobilePlatform::Generic,
battery_optimization: 0.3,
thermal_threshold: 40.0,
max_cpu_usage: 25.0,
adaptive_quality: true,
background_processing: false,
low_power_max_sources: 8,
battery_sample_rate: 24000.0,
device_optimizations: true,
media_integration: true,
}
}
}
/// Mobile device capabilities and characteristics
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MobileDevice {
/// Device model/name
pub model: String,
/// Available CPU cores
pub cpu_cores: usize,
/// RAM in MB
pub ram_mb: u32,
/// Battery capacity in mAh
pub battery_capacity: u32,
/// Supports hardware audio acceleration
pub has_audio_hardware: bool,
/// Supports metal/vulkan GPU acceleration
pub has_gpu_acceleration: bool,
/// Maximum supported sample rate
pub max_sample_rate: f32,
/// Built-in spatial audio support
pub native_spatial_support: bool,
}
impl Default for MobileDevice {
fn default() -> Self {
Self {
model: "Unknown".to_string(),
cpu_cores: 4,
ram_mb: 4096,
battery_capacity: 3000,
has_audio_hardware: true,
has_gpu_acceleration: false,
max_sample_rate: 48000.0,
native_spatial_support: false,
}
}
}
/// Power management states
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum PowerState {
/// Full performance mode
Performance,
/// Balanced mode
Balanced,
/// Power saving mode
PowerSaver,
/// Ultra low power mode
UltraLowPower,
/// Thermal throttling active
Throttled,
}
/// Mobile audio quality preset
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum QualityPreset {
/// Maximum quality (high battery usage)
Ultra,
/// High quality
High,
/// Balanced quality/performance
Medium,
/// Low quality (battery optimized)
Low,
/// Minimal quality (emergency battery mode)
Minimal,
}
impl QualityPreset {
/// Get quality level as float
pub fn as_float(&self) -> f32 {
match self {
QualityPreset::Ultra => 1.0,
QualityPreset::High => 0.8,
QualityPreset::Medium => 0.6,
QualityPreset::Low => 0.4,
QualityPreset::Minimal => 0.2,
}
}
/// Get maximum sources for this quality preset
pub fn max_sources(&self) -> usize {
match self {
QualityPreset::Ultra => 32,
QualityPreset::High => 16,
QualityPreset::Medium => 12,
QualityPreset::Low => 8,
QualityPreset::Minimal => 4,
}
}
/// Get preferred sample rate for this preset
pub fn sample_rate(&self) -> f32 {
match self {
QualityPreset::Ultra => 48000.0,
QualityPreset::High => 44100.0,
QualityPreset::Medium => 32000.0,
QualityPreset::Low => 24000.0,
QualityPreset::Minimal => 16000.0,
}
}
}
/// Mobile optimizer for spatial audio
pub struct MobileOptimizer {
config: MobileConfig,
device: MobileDevice,
current_power_state: PowerState,
current_quality: QualityPreset,
battery_level: f32,
thermal_state: f32,
cpu_usage_history: Vec<f32>,
performance_metrics: MobileMetrics,
last_optimization: Instant,
}
/// Mobile performance metrics
#[derive(Debug, Clone, Default)]
pub struct MobileMetrics {
/// Average CPU usage percentage
pub cpu_usage: f32,
/// Current thermal state (0.0 = cool, 1.0 = hot)
pub thermal_state: f32,
/// Battery drain rate (mA/hour)
pub battery_drain_rate: f32,
/// Processing latency (ms)
pub processing_latency: f32,
/// Quality level achieved
pub quality_level: f32,
/// Number of sources processed
pub sources_processed: u32,
/// Frame drops per second
pub frame_drops: f32,
/// Memory usage (MB)
pub memory_usage: f32,
}
impl MobileOptimizer {
/// Create a new mobile optimizer
pub fn new(config: MobileConfig, device: MobileDevice) -> Self {
let initial_quality = if config.battery_optimization > 0.7 {
QualityPreset::Low
} else if config.battery_optimization > 0.5 {
QualityPreset::Medium
} else {
QualityPreset::High
};
Self {
config,
device,
current_power_state: PowerState::Balanced,
current_quality: initial_quality,
battery_level: 1.0,
thermal_state: 0.0,
cpu_usage_history: Vec::with_capacity(60), // 1 minute of history
performance_metrics: MobileMetrics::default(),
last_optimization: Instant::now(),
}
}
/// Update system state and optimize accordingly
pub fn update_state(&mut self, battery_level: f32, thermal_temp: f32, cpu_usage: f32) {
self.battery_level = battery_level.clamp(0.0, 1.0);
self.thermal_state = (thermal_temp - 20.0) / (self.config.thermal_threshold - 20.0);
self.thermal_state = self.thermal_state.clamp(0.0, 1.0);
// Update CPU usage history
self.cpu_usage_history.push(cpu_usage);
if self.cpu_usage_history.len() > 60 {
self.cpu_usage_history.remove(0);
}
// Update metrics
self.performance_metrics.cpu_usage = cpu_usage;
self.performance_metrics.thermal_state = self.thermal_state;
// Determine power state
self.current_power_state = self.determine_power_state();
// Adjust quality based on state
if self.config.adaptive_quality {
self.current_quality = self.determine_optimal_quality();
}
}
/// Determine optimal power state based on current conditions
fn determine_power_state(&self) -> PowerState {
// Thermal throttling takes priority
if self.thermal_state > 0.9 {
return PowerState::Throttled;
}
// Ultra low power if battery is critically low
if self.battery_level < 0.1 {
return PowerState::UltraLowPower;
}
// Power saver if battery is low or high optimization requested
if self.battery_level < 0.2 || self.config.battery_optimization > 0.7 {
return PowerState::PowerSaver;
}
// Performance mode if battery is high and optimization is low
if self.battery_level > 0.8 && self.config.battery_optimization < 0.3 {
return PowerState::Performance;
}
// Default to balanced
PowerState::Balanced
}
/// Determine optimal quality preset
fn determine_optimal_quality(&self) -> QualityPreset {
let avg_cpu = if self.cpu_usage_history.is_empty() {
0.0
} else {
self.cpu_usage_history.iter().sum::<f32>() / self.cpu_usage_history.len() as f32
};
match self.current_power_state {
PowerState::Performance => {
if avg_cpu < 20.0 {
QualityPreset::Ultra
} else {
QualityPreset::High
}
}
PowerState::Balanced => {
if avg_cpu < 15.0 {
QualityPreset::High
} else {
QualityPreset::Medium
}
}
PowerState::PowerSaver => {
if avg_cpu < 10.0 {
QualityPreset::Medium
} else {
QualityPreset::Low
}
}
PowerState::UltraLowPower | PowerState::Throttled => QualityPreset::Minimal,
}
}
/// Get optimized spatial configuration for current state
pub fn get_optimized_config(&self) -> SpatialConfig {
let mut config = SpatialConfig::default();
// Adjust based on quality preset
config.quality_level = self.current_quality.as_float();
config.max_sources = self.current_quality.max_sources();
config.sample_rate = self.current_quality.sample_rate() as u32;
// Platform-specific optimizations
match self.config.platform {
MobilePlatform::Ios => {
// iOS-specific optimizations
config.use_gpu = self.device.has_gpu_acceleration
&& matches!(
self.current_power_state,
PowerState::Performance | PowerState::Balanced
);
config.buffer_size = if self.current_power_state == PowerState::UltraLowPower {
2048
} else {
1024
};
}
MobilePlatform::Android => {
// Android-specific optimizations
config.use_gpu = self.device.has_gpu_acceleration
&& !matches!(
self.current_power_state,
PowerState::PowerSaver | PowerState::UltraLowPower
);
config.buffer_size = if self.current_power_state == PowerState::UltraLowPower {
4096
} else {
1024
};
}
MobilePlatform::Generic => {
// Conservative settings for unknown platforms
config.use_gpu = false;
config.buffer_size = 2048;
}
}
// Thermal throttling adjustments
if self.current_power_state == PowerState::Throttled {
config.quality_level *= 0.5;
config.max_sources = (config.max_sources / 2).max(2);
config.use_gpu = false;
}
config
}
/// Process audio with mobile-optimized settings
pub fn process_mobile_audio(
&mut self,
processor: &mut SpatialProcessor,
audio_data: &[f32],
listener_pos: Position3D,
sources: &[(Position3D, &[f32])],
) -> Result<Vec<f32>> {
let start_time = Instant::now();
// Limit sources based on current power state
let max_sources = self.current_quality.max_sources();
let limited_sources = if sources.len() > max_sources {
&sources[..max_sources]
} else {
sources
};
// Process with current settings
// This would integrate with the actual spatial processor
let output = vec![0.0f32; audio_data.len()];
// Update metrics
let processing_time = start_time.elapsed();
self.performance_metrics.processing_latency = processing_time.as_secs_f32() * 1000.0;
self.performance_metrics.sources_processed = limited_sources.len() as u32;
self.performance_metrics.quality_level = self.current_quality.as_float();
// Check if we need to drop frames due to performance
if processing_time > Duration::from_millis(20) {
// Assuming 50fps target
self.performance_metrics.frame_drops += 1.0;
}
Ok(output)
}
/// Get current performance metrics
pub fn get_metrics(&self) -> MobileMetrics {
self.performance_metrics.clone()
}
/// Get current power state
pub fn get_power_state(&self) -> PowerState {
self.current_power_state
}
/// Get current quality preset
pub fn get_quality_preset(&self) -> QualityPreset {
self.current_quality
}
/// Force a specific quality preset
pub fn set_quality_preset(&mut self, preset: QualityPreset) {
self.current_quality = preset;
}
/// Enable/disable background processing
pub fn set_background_processing(&mut self, enabled: bool) {
self.config.background_processing = enabled;
}
/// Check if background processing is enabled
pub fn is_background_processing_enabled(&self) -> bool {
self.config.background_processing
}
}
/// iOS-specific optimizations
pub mod ios {
use super::*;
/// iOS device detection
pub fn detect_device() -> MobileDevice {
MobileDevice {
model: "iOS Device".to_string(),
cpu_cores: 6, // Typical for modern iPhones
ram_mb: 6144, // Common iPhone configuration
battery_capacity: 3200,
has_audio_hardware: true, // iOS devices have good audio hardware
has_gpu_acceleration: true, // Metal support
max_sample_rate: 48000.0,
native_spatial_support: true, // iOS has spatial audio support
}
}
/// iOS-specific audio session configuration
pub fn configure_audio_session() -> Result<()> {
// Would configure AVAudioSession for spatial audio
// This would be implemented with iOS-specific APIs
Ok(())
}
/// Enable iOS spatial audio features
pub fn enable_spatial_audio() -> Result<()> {
// Would enable spatial audio through AVAudioSession
Ok(())
}
}
/// Android-specific optimizations
pub mod android {
use super::*;
/// Android device detection
pub fn detect_device() -> MobileDevice {
MobileDevice {
model: "Android Device".to_string(),
cpu_cores: 8, // Typical for modern Android phones
ram_mb: 8192, // Common Android configuration
battery_capacity: 4000,
has_audio_hardware: true,
has_gpu_acceleration: true, // Vulkan/OpenGL ES support
max_sample_rate: 48000.0,
native_spatial_support: false, // Most Android devices don't have native support
}
}
/// Android-specific audio configuration
pub fn configure_audio_track() -> Result<()> {
// Would configure AudioTrack for low-latency audio
Ok(())
}
/// Enable Android spatial audio features (if available)
pub fn enable_spatial_audio() -> Result<()> {
// Would enable spatial audio through Android APIs
Ok(())
}
}
/// Platform-specific optimizations for iOS devices
#[cfg(target_os = "ios")]
pub mod ios_optimizations {
use super::*;
/// iOS-specific audio configuration using AVAudioEngine integration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct IosAudioConfig {
/// Use AVAudioEngine for hardware acceleration
pub use_av_audio_engine: bool,
/// Enable spatial audio in iOS native framework
pub native_spatial_audio: bool,
/// Use iOS audio interruption handling
pub handle_audio_interruptions: bool,
/// Enable AirPods Pro head tracking integration
pub airpods_head_tracking: bool,
/// Use iOS Core Audio for low-latency processing
pub use_core_audio: bool,
/// Buffer size optimized for iOS (256, 512, 1024 samples)
pub ios_buffer_size: usize,
}
impl Default for IosAudioConfig {
fn default() -> Self {
Self {
use_av_audio_engine: true,
native_spatial_audio: true,
handle_audio_interruptions: true,
airpods_head_tracking: true,
use_core_audio: true,
ios_buffer_size: 512,
}
}
}
/// iOS device capabilities detection
pub struct IosDeviceDetector;
impl IosDeviceDetector {
/// Detect iOS device capabilities
pub fn detect_device() -> MobileDevice {
// Platform-specific device detection would be implemented here
// using iOS system APIs
MobileDevice {
model: "iOS Device".to_string(),
cpu_cores: Self::detect_cpu_cores(),
ram_mb: Self::detect_ram(),
battery_capacity: 3000, // Estimated
has_audio_hardware: true,
has_gpu_acceleration: Self::has_metal_support(),
max_sample_rate: 48000.0,
native_spatial_support: Self::has_spatial_audio_support(),
}
}
fn detect_cpu_cores() -> usize {
// Would use iOS system APIs to detect actual core count
std::thread::available_parallelism()
.map(|n| n.get())
.unwrap_or(4)
}
fn detect_ram() -> u32 {
// Would use iOS APIs to detect actual RAM
4096 // Default estimate
}
fn has_metal_support() -> bool {
// Would check for Metal GPU acceleration support
true // Most modern iOS devices support Metal
}
fn has_spatial_audio_support() -> bool {
// Would check iOS version and device capability
true // iOS 14+ devices typically support spatial audio
}
}
/// iOS-specific power management
pub struct IosPowerManager {
config: IosAudioConfig,
current_state: PowerState,
}
impl IosPowerManager {
pub fn new(config: IosAudioConfig) -> Self {
Self {
config,
current_state: PowerState::Balanced,
}
}
/// Handle iOS app lifecycle changes
pub fn handle_app_state_change(&mut self, entering_background: bool) {
if entering_background {
self.current_state = PowerState::PowerSaver;
} else {
self.current_state = PowerState::Balanced;
}
}
/// Handle iOS audio interruptions (calls, notifications)
pub fn handle_audio_interruption(&mut self, interrupted: bool) -> Result<()> {
if self.config.handle_audio_interruptions {
if interrupted {
self.current_state = PowerState::UltraLowPower;
} else {
self.current_state = PowerState::Balanced;
}
}
Ok(())
}
/// Get recommended iOS buffer size based on power state
pub fn get_buffer_size(&self) -> usize {
match self.current_state {
PowerState::Performance => 256,
PowerState::Balanced => 512,
PowerState::PowerSaver => 1024,
PowerState::UltraLowPower => 2048,
PowerState::Throttled => 4096,
}
}
}
}
/// Platform-specific optimizations for Android devices
#[cfg(target_os = "android")]
pub mod android_optimizations {
use super::*;
/// Android-specific audio configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AndroidAudioConfig {
/// Use AAudio for low-latency processing
pub use_aaudio: bool,
/// Enable OpenSL ES for hardware acceleration
pub use_opensl_es: bool,
/// Use Android AudioTrack for output
pub use_audio_track: bool,
/// Enable Pro Audio features if available
pub enable_pro_audio: bool,
/// Use MMAP for low-latency audio
pub use_mmap: bool,
/// Performance class optimization
pub performance_class: AndroidPerformanceClass,
/// Target audio latency in milliseconds
pub target_latency_ms: f32,
}
/// Android performance class categories
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum AndroidPerformanceClass {
/// High-end devices (R Performance Class or newer)
Premium,
/// Mid-range devices with good performance
Standard,
/// Basic devices with limited capabilities
Basic,
/// Unknown or very old devices
Legacy,
}
impl Default for AndroidAudioConfig {
fn default() -> Self {
Self {
use_aaudio: true,
use_opensl_es: true,
use_audio_track: true,
enable_pro_audio: true,
use_mmap: true,
performance_class: AndroidPerformanceClass::Standard,
target_latency_ms: 20.0,
}
}
}
/// Android device capabilities detection
pub struct AndroidDeviceDetector;
impl AndroidDeviceDetector {
/// Detect Android device capabilities
pub fn detect_device() -> MobileDevice {
MobileDevice {
model: "Android Device".to_string(),
cpu_cores: Self::detect_cpu_cores(),
ram_mb: Self::detect_ram(),
battery_capacity: Self::detect_battery_capacity(),
has_audio_hardware: Self::has_audio_hardware(),
has_gpu_acceleration: Self::has_vulkan_support(),
max_sample_rate: Self::detect_max_sample_rate(),
native_spatial_support: Self::has_spatial_audio_support(),
}
}
fn detect_cpu_cores() -> usize {
std::thread::available_parallelism()
.map(|n| n.get())
.unwrap_or(4)
}
fn detect_ram() -> u32 {
// Would use Android APIs to detect actual RAM
4096 // Default estimate
}
fn detect_battery_capacity() -> u32 {
// Would read from Android battery manager
3500 // Common Android battery capacity
}
fn has_audio_hardware() -> bool {
// Would check for dedicated audio hardware
true
}
fn has_vulkan_support() -> bool {
// Would check for Vulkan API support
false // Conservative default
}
fn detect_max_sample_rate() -> f32 {
// Would query Android AudioManager
48000.0
}
fn has_spatial_audio_support() -> bool {
// Would check Android version and OEM spatial audio support
false // Many Android devices don't have native spatial audio
}
/// Detect Android performance class
pub fn detect_performance_class() -> AndroidPerformanceClass {
// Would use Android APIs to detect performance class
// Based on Android R Performance Class requirements
AndroidPerformanceClass::Standard
}
}
/// Android-specific audio optimization
pub struct AndroidAudioOptimizer {
config: AndroidAudioConfig,
performance_class: AndroidPerformanceClass,
}
impl AndroidAudioOptimizer {
pub fn new(config: AndroidAudioConfig) -> Self {
let performance_class = AndroidDeviceDetector::detect_performance_class();
Self {
config,
performance_class,
}
}
/// Get optimal buffer size for Android device
pub fn get_optimal_buffer_size(&self) -> usize {
match self.performance_class {
AndroidPerformanceClass::Premium => {
if self.config.use_mmap {
128
} else {
256
}
}
AndroidPerformanceClass::Standard => {
if self.config.use_aaudio {
256
} else {
512
}
}
AndroidPerformanceClass::Basic => 1024,
AndroidPerformanceClass::Legacy => 2048,
}
}
/// Check if low-latency audio is available
pub fn has_low_latency_audio(&self) -> bool {
match self.performance_class {
AndroidPerformanceClass::Premium | AndroidPerformanceClass::Standard => {
self.config.use_aaudio || self.config.enable_pro_audio
}
_ => false,
}
}
/// Get recommended sample rate
pub fn get_optimal_sample_rate(&self) -> f32 {
match self.performance_class {
AndroidPerformanceClass::Premium => 48000.0,
AndroidPerformanceClass::Standard => 44100.0,
AndroidPerformanceClass::Basic => 44100.0,
AndroidPerformanceClass::Legacy => 22050.0,
}
}
/// Handle Android audio focus changes
pub fn handle_audio_focus_change(&mut self, has_focus: bool) -> Result<()> {
// Would integrate with Android AudioFocus system
if !has_focus {
// Reduce processing when losing audio focus
}
Ok(())
}
}
}
/// Cross-platform mobile optimizations
pub struct MobilePlatformOptimizer {
#[cfg(target_os = "ios")]
ios_config: ios_optimizations::IosAudioConfig,
#[cfg(target_os = "android")]
android_config: android_optimizations::AndroidAudioConfig,
mobile_config: MobileConfig,
}
impl MobilePlatformOptimizer {
/// Create new cross-platform mobile optimizer
pub fn new(mobile_config: MobileConfig) -> Self {
Self {
#[cfg(target_os = "ios")]
ios_config: ios_optimizations::IosAudioConfig::default(),
#[cfg(target_os = "android")]
android_config: android_optimizations::AndroidAudioConfig::default(),
mobile_config,
}
}
/// Get platform-specific optimal buffer size
pub fn get_platform_buffer_size(&self) -> usize {
#[cfg(target_os = "ios")]
{
let power_manager = ios_optimizations::IosPowerManager::new(self.ios_config.clone());
power_manager.get_buffer_size()
}
#[cfg(target_os = "android")]
{
let optimizer =
android_optimizations::AndroidAudioOptimizer::new(self.android_config.clone());
optimizer.get_optimal_buffer_size()
}
#[cfg(not(any(target_os = "ios", target_os = "android")))]
{
1024 // Generic mobile default
}
}
/// Get platform-specific optimal sample rate
pub fn get_platform_sample_rate(&self) -> f32 {
#[cfg(target_os = "ios")]
{
48000.0 // iOS typically supports high sample rates well
}
#[cfg(target_os = "android")]
{
let optimizer =
android_optimizations::AndroidAudioOptimizer::new(self.android_config.clone());
optimizer.get_optimal_sample_rate()
}
#[cfg(not(any(target_os = "ios", target_os = "android")))]
{
44100.0 // Generic mobile default
}
}
/// Check if platform has low-latency audio support
pub fn has_low_latency_support(&self) -> bool {
#[cfg(target_os = "ios")]
{
self.ios_config.use_core_audio || self.ios_config.use_av_audio_engine
}
#[cfg(target_os = "android")]
{
let optimizer =
android_optimizations::AndroidAudioOptimizer::new(self.android_config.clone());
optimizer.has_low_latency_audio()
}
#[cfg(not(any(target_os = "ios", target_os = "android")))]
{
false
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_mobile_config_creation() {
let config = MobileConfig::default();
assert_eq!(config.platform, MobilePlatform::Generic);
assert!(config.adaptive_quality);
}
#[test]
fn test_quality_preset_values() {
assert_eq!(QualityPreset::Ultra.as_float(), 1.0);
assert_eq!(QualityPreset::Low.as_float(), 0.4);
assert_eq!(QualityPreset::Ultra.max_sources(), 32);
assert_eq!(QualityPreset::Minimal.max_sources(), 4);
}
#[test]
fn test_mobile_optimizer_creation() {
let config = MobileConfig::default();
let device = MobileDevice::default();
let optimizer = MobileOptimizer::new(config, device);
assert_eq!(optimizer.current_power_state, PowerState::Balanced);
assert_eq!(optimizer.battery_level, 1.0);
}
#[test]
fn test_power_state_determination() {
let config = MobileConfig::default();
let device = MobileDevice::default();
let mut optimizer = MobileOptimizer::new(config, device);
// Test low battery
optimizer.update_state(0.05, 25.0, 10.0);
assert_eq!(optimizer.get_power_state(), PowerState::UltraLowPower);
// Test thermal throttling
optimizer.update_state(0.8, 45.0, 10.0);
assert_eq!(optimizer.get_power_state(), PowerState::Throttled);
// Test normal conditions
optimizer.update_state(0.6, 30.0, 15.0);
assert_eq!(optimizer.get_power_state(), PowerState::Balanced);
}
#[test]
fn test_quality_adaptation() {
let config = MobileConfig {
adaptive_quality: true,
..Default::default()
};
let device = MobileDevice::default();
let mut optimizer = MobileOptimizer::new(config, device);
// High CPU usage should reduce quality
optimizer.update_state(0.5, 30.0, 35.0);
let quality = optimizer.get_quality_preset();
assert!(matches!(
quality,
QualityPreset::Low | QualityPreset::Medium
));
}
#[test]
fn test_optimized_config_generation() {
let config = MobileConfig::default();
let device = MobileDevice::default();
let optimizer = MobileOptimizer::new(config, device);
let spatial_config = optimizer.get_optimized_config();
assert!(spatial_config.quality_level > 0.0);
assert!(spatial_config.max_sources > 0);
}
#[test]
fn test_ios_device_detection() {
let device = ios::detect_device();
assert_eq!(device.model, "iOS Device");
assert!(device.has_audio_hardware);
assert!(device.native_spatial_support);
}
#[test]
fn test_android_device_detection() {
let device = android::detect_device();
assert_eq!(device.model, "Android Device");
assert!(device.has_audio_hardware);
assert!(!device.native_spatial_support);
}
#[tokio::test]
async fn test_mobile_audio_processing() {
let config = MobileConfig::default();
let device = MobileDevice::default();
let mut optimizer = MobileOptimizer::new(config, device);
// Mock spatial processor (would be real in actual implementation)
let spatial_config = SpatialConfig::default();
let mut processor = SpatialProcessor::new(spatial_config).await.unwrap();
let audio_data = vec![0.5; 1024];
let listener_pos = Position3D::new(0.0, 0.0, 0.0);
let sources = vec![
(Position3D::new(1.0, 0.0, 0.0), audio_data.as_slice()),
(Position3D::new(-1.0, 0.0, 0.0), audio_data.as_slice()),
];
let result =
optimizer.process_mobile_audio(&mut processor, &audio_data, listener_pos, &sources);
assert!(result.is_ok());
let output = result.unwrap();
assert_eq!(output.len(), audio_data.len());
}
#[test]
fn test_metrics_collection() {
let config = MobileConfig::default();
let device = MobileDevice::default();
let optimizer = MobileOptimizer::new(config, device);
let metrics = optimizer.get_metrics();
assert!(metrics.cpu_usage >= 0.0);
assert!(metrics.quality_level >= 0.0 && metrics.quality_level <= 1.0);
}
}