megboyzzandClaude e773ec4396 Fix music never playing - game speed nearly doubled (task #49)
Channel::isPlaying answered FALSE for a channel System::playSound had just
handed out with a success code. The guest polled it, concluded the track
had finished, and started the next one - forever. Each cycle reopened the
OBB asset filesystem ON THE GLThread, stalling frames directly.

Found from a user observation ("треки меняются очень быстро в меню паузы"),
then measured: a different track roughly every 1.5s, picked
non-sequentially (DEAD SARA, DEAD SARA, GREEN DAY, SKRILLEX, GREEN DAY,
CROSSES, ICONA POP, JOY FORMIDABLE), so not a walk through playlists.sb but
a fresh selection each time.

Now tracks the channels playSound hands out and reports those as playing
until Channel::stop drops them, so normal transitions still work. A
one-time log states plainly that there is no audio backend and playback is
simulated, instead of leaving that only in a comment.

Measured on the Pixel 6a with the race's own clock, same method both times:

    game time vs wall clock     7.69x  ->  3.99x
    useAssetsFileSystem       1.00/s   ->  0.00/s   (in-race, fully stopped)
    faults                         0   ->  0

27s of wall time advanced the race timer 18.82 -> 25.58 (6.76s); the two
sub-intervals gave 4.18x and 3.81x.

Third instance today of one failure shape: a shim reporting SUCCESS while
handing back an empty or negative value. See AndroidBitmap_lockPixels
(task #41) and the synthetic-swap premise (task #47).

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-19 16:12:15 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
2025-09-05 18:38:01 +03:00
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