Adds the "carries whatever it can reconstruct, verifies whatever it
carries" surface on top of the existing neural/codec WAI. All builds
green against this base (wai-rs all-features tests + clippy, wai-web
wasm, wai-spz-gen, wai-relay).
Reconstruct half — each a spec + conformance corpus + in-tab browser
sink that re-derives the corpus hash, over one wai.det.fixed64 floor:
- interactive worlds replay-equivalence (3 sim registrants,
relay multiplayer, session receipts, glTF + real-SPZ assets)
- spatial audio mixdown-equivalence
- haptics sample-equivalence
- state-feeds replay-equivalence (non-physics sim)
- avatars / digital humans pose-equivalence (+ telepresence)
- volumetric / 4D splats frame-state-equivalence (WebGPU EWA render)
Verify half (lever 4):
- asset provenance — signed, energy-accounted lineage for opaque
captured content WAI does not reconstruct; tamper-evident in-tab.
Cross-cutting: per-class JWP receipt profiles; a native energy meter
(IOReport via macmon, no sudo) emitting receipts with real measured
joules. Codecs gated behind a `codecs` feature (default on) so the
world/wasm sinks build without the C codec chain.
Excludes the separately-evolving neural subsystem (semantic path, GLC
rANS, ONNX tooling) to avoid reverting newer origin work.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
39 lines
1.6 KiB
Markdown
39 lines
1.6 KiB
Markdown
# Spatial-Audio Conformance Corpus
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Vectors for the spatial-audio extension's **mixdown-equivalence**
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criterion: given the same `wai.audio.scene` and the same declared output
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layout, a conforming sink MUST produce the identical canonical PCM,
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hence the identical BLAKE3 — on every machine, no tolerance parameter.
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The audio counterpart of replay-equivalence.
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All vectors mix to the mandatory `stereo` floor under the
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`wai.det.fixed64` numeric profile, `wai.audio.pan.sqrt_constpower` pan,
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`wai.audio.dist.inverse_clamped` distance. Sources are deterministic
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synthetic tones (no clock, no entropy); in a real sink they'd be decoded
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`wai.audio.*` assets — the corpus provides the decoded mono PCM so each
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vector isolates the one new thing, the deterministic mixdown.
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## Layout
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- `vectors/<name>.wscn` — the scene container (contract + object table +
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asset table).
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- `vectors/<name>.sources.bin` — the decoded mono sources:
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`n u32 | n × (hash[32], len u32, i16le[len])`, sources in hash order.
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- `expected_hashes.json` — per scene: `scene_hash`, `layout`, and the
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expected `mixdown_hash`.
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Vectors:
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- `stereo_pair` — two static sources, hard-left + hard-right.
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- `distance` — one source placed near vs. far (inverse-clamped atten).
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- `moving` — a source whose keyframed trajectory sweeps left→right.
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## Running
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```
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cd ../wai-rs
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cargo run --features audio_scene --bin wai_audio_vectors -- verify ../audio-conformance
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cargo run --features audio_scene --bin wai_audio_vectors -- gen ../audio-conformance # regenerate
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```
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Pass = hash equality. A failed vector is a conformance failure of the
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file or the sink — report it failed, never approximately right.
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