feat: Add DirectAudio driver support - #1806
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Rebuilt directaudio-20260812.tzst from The412Banner/directaudio branch feat/directaudio-switching-usage (v1 + the two utkarshdalal#1806 review comments): - broadened AAudio error-callback recovery (INVALID_STATE/INVALID_HANDLE/ TIMEOUT as well as DISCONNECTED), matching module-aaudio-sink.c, with a stream-identity guard + no-lost-wakeup reopen gate (device-proven, 7 route/bg-fg cycles, no drops). - AAUDIO_USAGE_GAME via dlsym + android_get_device_api_level()>=28 guard (the unixlib direct-links libaaudio; a direct ref would fail .so load on minSdk 26 / Android 8). Same filename/layout; arm64ec, 16KB-page .so (loads on 4KB+16KB).
Rebuilt directaudio-20260812.tzst from The412Banner/directaudio branch feat/directaudio-switching-usage (v1 + the two utkarshdalal#1806 review comments): - broadened AAudio error-callback recovery (INVALID_STATE/INVALID_HANDLE/ TIMEOUT as well as DISCONNECTED), matching module-aaudio-sink.c, with a stream-identity guard + no-lost-wakeup reopen gate (device-proven, 7 route/bg-fg cycles, no drops). - AAUDIO_USAGE_GAME via dlsym + android_get_device_api_level()>=28 guard (the unixlib direct-links libaaudio; a direct ref would fail .so load on minSdk 26 / Android 8). Same filename/layout; arm64ec, 16KB-page .so (loads on 4KB+16KB).
Introduces DirectAudio as a new audio driver option for Wine. This driver provides direct audio output to Android's AAudio, bypassing PulseAudio or ALSA middleware, potentially improving audio latency and compatibility for users. Thanks for the interesting work from @The412Banner
Rebuilt directaudio-20260812.tzst from The412Banner/directaudio branch feat/directaudio-switching-usage (v1 + the two utkarshdalal#1806 review comments): - broadened AAudio error-callback recovery (INVALID_STATE/INVALID_HANDLE/ TIMEOUT as well as DISCONNECTED), matching module-aaudio-sink.c, with a stream-identity guard + no-lost-wakeup reopen gate (device-proven, 7 route/bg-fg cycles, no drops). - AAUDIO_USAGE_GAME via dlsym + android_get_device_api_level()>=28 guard (the unixlib direct-links libaaudio; a direct ref would fail .so load on minSdk 26 / Android 8). Same filename/layout; arm64ec, 16KB-page .so (loads on 4KB+16KB).
Two upstream fixes since the driver currently bundled here (v1.1):
v1.2 - mmdevapi MIDI notify thread spun a CPU core for the whole session.
midi_get_driver was unimplemented, so DirectAudio became its own MIDI driver
and mmdevapi spawned notify_thread(), which loops on midi_notify_wait - a
contractually BLOCKING call. The stub returned immediately and never wrote the
uninitialised `quit`, so it spun forever (mmdevapi_midi_n held 34079 of 34314
utime jiffies on device). That black-screened heavy DX12 titles and silently
cost every other game a core. Fix mirrors winepulse.drv: return L"alsa" so MIDI
is delegated to winealsa.
v1.2.1 - permanent audio loss on rapid background/foreground. The guest freezes,
the in-process AAudio stream starves, AudioTrack disables itself after the
underruns and auto-restarts, but the data callback never resumes - and this
raises NO error, so the driver's only stream-rebuild path never ran. Adds a
stall watchdog (callback silent 1s with voices playing => recreate), fixes a
liveness counter that only incremented inside a TRACE_ON() test, and stops the
adaptive buffer treating a frozen guest as timing pressure (it was inflating
192 -> 5568 frames, 4ms -> 116ms, permanently).
Verified on device across 7 games (D3D9/11/12, WASAPI/FAudio/DirectSound):
zero underruns, and for the bg/fg bug specifically - 5 stream rebuilds with no
audible dropout, plus 5 minutes of normal play with 0 false rebuilds.
Both archives ship so you can choose:
directaudio-20260813.tzst release build (default)
directaudio-20260813-diagnostics.tzst same driver + 23 logcat probes
ContainerManager picks via the DIRECTAUDIO_ASSET constant - one line to swap.
Note the release build now logs stream rebuilds itself
("DirectAudio: reopen: <reason>"), so the diagnostics archive is only needed
for per-callback detail.
Driver source + full notes: https://github.com/The412Banner/directaudio/releases/tag/directaudio-v1.2.1
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Hi @joshuatam — DirectAudio author here. Thanks for the credit, and for taking the packaging side on. Three things have moved since this PR was cut on 2026-08-12 that I think are worth folding in before it leaves draft. Happy to open a PR against your branch for any of them. 1. The driver is three files, not two — this will break 32-bit titlesThis is the important one. On the mmdevapi unixlib model a complete driver set is:
Which PE loads is decided by the guest game's bitness, not by the Proton build or the device — verified on-device from
64-bit titles are unaffected, which is exactly why this stays hidden in testing. We shipped the same bug and hit it in the field. The fix is small — the v1.3.1+ release zips already carry File drvSrc = new File(tempDir, "winedirectaudio.drv"); // aarch64 PE
File drv32Src = new File(tempDir, "winedirectaudio-i386.drv"); // 32-bit PE <-- add
File soSrc = new File(tempDir, "winedirectaudio.so");
...
File i386WindowsDir = new File(wineLibDir, "i386-windows"); // <-- add
...
boolean success = FileUtils.copy(drvSrc, drvWineDest)
&& FileUtils.copy(soSrc, soWineDest)
&& (!i386WindowsDir.isDirectory()
|| FileUtils.copy(drv32Src, new File(i386WindowsDir, "winedirectaudio.drv")))
&& FileUtils.copy(drvSrc, drvSystem32Dest);One gotcha if you re-use an existing install: if you version-stamp the extraction to skip re-installing, make sure the stamp changes when this fix lands — otherwise layers already stamped by the two-file path will never receive the i386 PE. We had to change our marker format for exactly that reason. 2. The pinned driver is two releases behind — and Wine 10 works nowThe PR bundles v1.2.1 ( More relevant to your gate: Wine 10 is supported now, so
Device-proven 2026-08-16 with complete 3-file swaps: one Wine-11 build serves every 11.0-x point release, but Wine 10 is a genuinely separate ABI and needs its own build — installing the Wine-11 driver on a 10.0-4 layer gives no audio. So if you widen the gate, (arm64ec only either way — the unixlib calls 3. v1.3.2 adds in-game microphone capture (opt-in) — it needs an app-side halfNew in 1.3.2: the driver exposes a WASAPI capture endpoint backed by an AAudio Two things to know before wiring it up:
If you'd rather keep this PR's scope to output only, that's completely reasonable — just leave the flag unset and the mic path stays dormant. Diagnostics builds now ship for both Wine ABIs as complete sets too ( Licence is unchanged (LGPL-2.1-or-later) — your Ping me if you want the 1.3.2 assets repacked into the flat |
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Hey @The412Banner , thanks for pinging me in this PR, thanks for explaining the changes so far, I agree that providing input feature will make game support better, and I am interested to bring it in too. Just I have been very busy on my own company recently, so didn't have time to look at it yet. Meanwhile, what I really concern is the possibilities to have a single build for proton 9, 10 and 11, as you have mentioned different proton have different ABI, are the ABI conflicting with each others? Would it be ever possible to have a single ABI build that can work on different protons? |
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Hey @joshuatam, no worries, take your time. Short answer: a single binary across 9/10/11 isn't possible, and it's not really the driver's fault. DirectAudio has no ABI of its own. It just fills mmdevapi's private unixlib vtable (dlls/mmdevapi/unixlib.h), and Wine changes that table every major. 9→10 inserted two entries mid-table, 10→11 dropped a field from is_format_supported_params and added midi_get_driver. That's the same reason nobody ships one winepulse.so across Wine versions either. A Wine 11 driver on 10.0-4 just gives silent no-audio, I've tested it. On Proton 9: I only build and ship wine10 and wine11 drivers today, there is no Proton 9 build. That said, your proton_9.0 branch has the exact same mmdevapi header as your proton_10.0, so the wine10 driver would probably bind there and it'd be two builds for GameNative, not three. That's a guess from the header though, I haven't built or tested it. What I'd actually recommend is what I do in my own proton-wine fork: put dlls/winedirectaudio.drv in the Wine tree like winepulse, so it gets built with every Proton/GE build and ships inside the wcp already matched. Then the app needs no asset and no version dispatch, just the registry key and the fallback. It's one source file plus a Makefile.in. Happy to open PRs against your proton_10.0 and proton_11.0 branches if you want that, and I can add a proton_9.0 leg after that once it's actually tested. Or add the assets to ship with the app (future directaudio updates) so they update users containers in place on their next launch after an update, since they layers already support directaudio the app updates it in place automatically on future installs of gamenative. No new layer needed or container created required. If you'd rather keep the sidecar approach for now, the cheap fix is one .tzst with wine10/ and wine11/ subfolders and extractDirectAudio picking by the layer's Wine major. Either way the i386 fix and 1.3.2 bump from my last comment don't depend on this. |
Description
Introduces DirectAudio as a new audio driver option for Wine.
This driver provides direct audio output to Android's AAudio, bypassing PulseAudio or ALSA middleware, potentially improving audio latency and compatibility for users.
Thanks for the interesting work from @The412Banner
https://github.com/The412Banner/directaudio
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Type of Change
Checklist
#code-changes, I have discussed this change there and it has been green-lighted. If I do not have access, I have still provided clear context in this PR. If I skip both, I accept that this change may face delays in review, may not be reviewed at all, or may be closed.CONTRIBUTING.md.Summary by cubic
Adds DirectAudio as a new Wine audio driver on Android, routing audio via AAudio to reduce latency by bypassing PulseAudio/ALSA. Previously only ALSA/PulseAudio were supported; now Proton 11 arm64ec (Bionic) users can select DirectAudio, with automatic fallback to PulseAudio when unsupported or when Wine/variant changes.
Software\Wine\Drivers:Audio=directaudio. When a container uses DirectAudio,ContainerManager.extractDirectAudioinstallswinedirectaudio.drvandwinedirectaudio.sointo Wine (lib/wine/aarch64-{windows,unix}) and copies the.drvto the prefixsystem32.XServerScreen.refreshComponentsFilesnow triggers extraction for DirectAudio containers.directaudio-20260813.tzst) plus a diagnostics build (directaudio-20260813-diagnostics.tzst); defaults viaDIRECTAUDIO_ASSET. v1.2.1 includes fixes for a MIDI notify CPU spin and background/foreground audio stalls.THIRD_PARTY_NOTICESfor DirectAudio (LGPL-2.1-or-later).Rollout
DIRECTAUDIO_ASSETtodirectaudio-20260813-diagnostics.tzstfor additional logcat probes.Written for commit 600958b. Summary will update on new commits.