Building an Audio Job Queue with GPU Fallback in TypeScript
Introduction
When building AI-powered audio processing — text-to-speech, voice cloning, transcription — you need infrastructure that handles GPU scarcity gracefully. This post shares how we built a persistent audio job queue with segment-level tracking, priority scheduling, and automatic GPU-to-CPU fallback as part of the ORCHESTRATE platform's Sprint 3 Audio Engine.
This is part of our sprint retrospective series:
- Sprint 0: Foundation & Publishing Pipeline
- Sprint 1: Building the Memory System Foundation
- Sprint 2: Content Sourcing & Provenance
- Sprint 3: Production Validation & Pipeline Hardening
The Problem
Audio processing for podcasts involves multiple TTS engines:
- Piper (CPU-only): Fast, lightweight, good for narration
- XTTS v2 (GPU-preferred): Higher quality, voice cloning, but needs GPU
A single podcast episode has dozens of segments. Some need GPU, some don't. GPUs are expensive and scarce. We needed:
- Persistent job tracking — survive process restarts
- Segment-level progress — know exactly where a batch stands
- Priority scheduling — urgent jobs jump the queue
- GPU fallback — degrade gracefully to CPU when GPUs are busy
- Failure recovery — retry failed segments without restarting the whole job
- History cleanup — don't let old jobs fill the database
Architecture: Two Services, One Pattern
We split the solution into two injectable services:
AudioJobQueueService (453 lines)
Manages the job lifecycle:
// Submit a batch of segments for processing
const result = await queue.submitJob({
batchName: 'Episode 42 Narration',
priority: 'urgent',
segments: [
{ text: 'Welcome to the show...', voiceId: 'xtts-v2-clone' },
{ text: 'Today we discuss...', voiceId: 'piper-amy' },
],
});
if (!result.ok) {
console.error(result.code, result.error);
return;
}
// Track progress
const progress = await queue.getProgress(result.data.job_id);
// { total: 2, completed: 1, failed: 0, processing: 1, pending: 0, eta_ms: 3200 }
Key methods: submitJob, getJobStatus, cancelJob, listJobs, getNextSegment, getProgress, markSegmentComplete, markSegmentFailed, recoverIncompleteJobs, retryFailedSegments, cleanupOldJobs.
AudioJobProcessor (163 lines)
Manages GPU/CPU concurrency slots:
const processor = new AudioJobProcessor({
gpuScheduler,
concurrency: {
maxCpuConcurrent: 4,
maxGpuConcurrent: 1,
maxTotalConcurrent: 5,
},
});
const result = await processor.processNext({
segment_id: 'seg-001',
voice_id: 'xtts-v2-clone',
text: 'Hello world',
device_hint: 'gpu',
});
if (result.ok) {
// result.data.device might be 'cpu' with fallback_reason
console.log(`Processing on ${result.data.device}`);
if (result.data.fallback_reason) {
console.log(`GPU unavailable: ${result.data.fallback_reason}`);
}
}
The Result Pattern: No Exceptions
Every public method returns Result<T, E> per our ADR-028. Never throw:
type Result<T, E = string> =
| { ok: true; data: T }
| { ok: false; error: E; code: string };
This makes error handling explicit and composable. No try/catch blocks scattered through calling code. The type system enforces that callers handle both success and failure.
Injectable Dependencies: Testability Without Mocks
Both services use injectable interfaces rather than concrete implementations:
interface JobStoreLike {
createJob(job: AudioJob): Promise<AudioJob>;
getNextPendingSegment(): Promise<AudioSegment | null>;
deleteCompletedJobsBefore(cutoff: string): Promise<{ deletedJobs: number }>;
// ... 9 more methods
}
interface GpuSchedulerLike {
acquire(timeout_ms?: number): Promise<{ ok: true; device_id: string } | { ok: false; reason: string }>;
release(device_id: string): Promise<void>;
}
Tests provide in-memory implementations. Production provides SQLite-backed stores. No mocking framework needed — 89 tests run in under 100ms.
GPU Fallback Strategy
The processNext method implements graceful degradation:
- Check total concurrent limit
- If GPU requested: check GPU limit, try acquire
- If GPU unavailable: fall back to CPU (with reason)
- If CPU limit reached: return error (caller can retry later)
This means a voice-cloned XTTS segment that would normally use GPU will automatically process on CPU if the GPU is busy — slower but functional.
Failure Recovery
Two recovery mechanisms:
-
recoverIncompleteJobs(): Finds segments stuck in 'processing' state (e.g., after a crash) and resets them to 'pending' -
retryFailedSegments(jobId): Retries failed segments up tomaxAttempts, escalating permanently failed segments to a review queue
By the Numbers
| Metric | Value |
|---|---|
| Source files | 3 (queue service, processor, result type) |
| Test files | 5 |
| Total tests | 89 |
| Total insertions | 2,916 lines |
| Commits | 5 |
| Test execution | <100ms (in-memory stores) |
| Error paths tested | 100% |
Methodology: DD TDD
Every feature followed Documentation-Driven Test-Driven Development:
- Document the intended behavior
- Write failing tests
- Implement minimum code to pass
- Refactor
- Validate all tests pass
Five AI personas contributed to the retrospective:
- Scrum Ming (facilitator) — delivery metrics
- Owen Pro (product) — podcast roadmap alignment
- Api Endor (backend) — architecture patterns
- Tess Ter (QA) — test coverage gaps
- Aiden Orchestr (AI) — orchestration patterns
What's Next
Six decisions from the retrospective:
- SQLite integration tests (Sprint 7) — validate real database edge cases
- GPU hardware smoke tests (Sprint 7) — test real acquire/release cycles
- Audio queue UI dashboard (Sprint 8) — operator visibility
- Execution order documentation (Sprint 4) — clarify dependency-driven ordering
- Podcast episode assembly (Sprint 6) — concatenate segments into full episodes
- Memory search improvement (Sprint 4) — investigate empty recall results
The audio job queue infrastructure is ready. Sprint 6 will build podcast episode assembly on top of this foundation.
Provenance
| Field | Value |
|---|---|
| Sprint | Sprint 3 Audio Engine |
| Author | ORCHESTRATE AI Team (5 personas) |
| Methodology | DD TDD — Documentation-Driven Test-Driven Development |
| Test Evidence | 89 tests across 5 files |
| Data Sensitivity | Checked — no API keys, credentials, or PII in post |
| Memory Citations | OAS-111-T1 artifacts, OAS-111-T3 ceremony, OAS-111-T4 summary |
Generated by ORCHESTRATE Agile Suite — Sprint 3 Audio Engine Retrospective
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