feat: crossfade preview suite, loudness normalization, debug overlay

Preview modal audio, five rounds:
- True track-change crossfade: scheduleSettle no longer silences the
  outgoing clip at t=0; preview_load's equal-power fade owns both ramps,
  gated on the incoming voice's first Playing event (audible_marks), with
  failure/overstay fallbacks. CROSSFADE_MS = 340 — locked to the reel's
  card-slide so audio and visuals land together.
- Two-neighbour lease prefetch + a 15-min on-disk clip byte-cache
  (recent_clips): steps in BOTH directions crossfade in ~15 ms; revisits
  never re-download.
- Adaptive settle (isolated steps fire immediately, bursts coalesce) and
  anticipatory auto-advance (step at clip end minus 400 ms) so auto-play
  crossfades over the tail instead of gapping.
- Session resume memory: revisited tracks continue where they left off
  (decoder-level start offset via play_local_from/resume_at); finished
  tracks restart from the top.
- Open/close crossfades with the MAIN player: fade-pause with the
  desired-paused latch landing at ramp end, fade-resume from the paused
  position; MAIN_FADE_GEN guards; focus handshake relaxation documented
  in focusBridge.

Volume normalization (Settings > Playback, default on):
- Dependency-free BS.1770/EBU R128 meter in the player crate (K-weighting,
  400 ms gated blocks, incremental) + analyzer that reads the same growing
  file playback streams from — first plays are measured at download speed.
- Gain layered under user volume; audible start GATED on a preliminary
  measurement (10 s of audio or 800 ms budget) so the level is right from
  the first sample and never changes mid-track; prelim boosts capped 3 dB,
  peak-aware clipping guard, persistent loudness-cache.json.
- Gapless boundaries get their own sample-accurate gain via
  SetNextNormGainDb, fed by preload analysis.

Debug overlay (Ctrl+Shift+D): process-tree CPU / PDH GPU / working-set +
private-commit RAM / network rates / FPS / current-track download progress
read from the backend's own StreamProgress / live normalization state /
preview session phase. Polls only while visible.

131 JS + player + app tests green; every path verified live over CDP.
This commit is contained in:
KeelrLeek committed 2026-07-23 16:05:14 -05:00
1 parent 5e877c0b0a
commit 793f78370e
27 files changed
+2834 -178

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+14 -10
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@@ -6,6 +6,7 @@
import ArtworkViewer from "./components/ArtworkViewer.svelte";
import LoginModal from "./components/LoginModal.svelte";
import PreviewOverlay from "./components/PreviewOverlay.svelte";
import DebugOverlay from "./components/DebugOverlay.svelte";
import { previewUi } from "./lib/preview/previewSession.svelte.js";
import Home from "./views/Home.svelte";
import Search from "./views/Search.svelte";
@@ -52,21 +53,23 @@
class:preview-open={previewUi.open}
>
<TitleBar />
<!-- Previews take over the whole window (decision 2026-07-22): while the
modal is open the page and the player bar are inert/not rendered —
there is deliberately NO UI path to command main audio behind the
focus coordinator's back. The titlebar stays live for window chrome. -->
<!-- While the preview modal is open the page is inert and the flanking
panels + player bar are pointer-inert under the scrim (user decision
2026-07-23: the bar stays VISIBLE, dimmed, like Spotify — un-rendering
it left a black hole in the grid's bottom row). There is still no UI
path to command main audio behind the focus coordinator's back: the
scrim intercepts pointer input and the dialog traps the keyboard.
The titlebar stays live for window chrome. -->
<Sidebar />
<main class="content" use:floatScroll inert={previewUi.open || undefined}>
<CurrentView />
</main>
<NowPlaying />
{#if !previewUi.open}
<PlayerBar />
{/if}
<PlayerBar />
<PreviewOverlay />
<ArtworkViewer />
<LoginModal />
<DebugOverlay />
</div>
<style>
@@ -74,10 +77,11 @@
no separate chrome color, the panels float beneath it. */
/* While the preview modal is open: keyboard is contained by the dialog's
focus trap and aria-modal, the content pane is `inert`, and the flanking
panels stop taking pointer input here. (The player bar is simply not
rendered — see the markup note above.) */
panels + player bar stop taking pointer input here — the bar stays
visible (dimmed under the scrim) but cannot command main audio. */
.app.preview-open :global(.sidebar),
.app.preview-open :global(.nowplaying) {
.app.preview-open :global(.nowplaying),
.app.preview-open :global(.player) {
pointer-events: none;
}
+193
View File
@@ -0,0 +1,193 @@
<script>
// Dev debug overlay — Ctrl+Shift+D. Read-only glass pane over the app:
// system + process-tree CPU/GPU/RAM, network rates, the active track's
// download progress/speed and loudness-normalization state, renderer
// FPS, and the preview session when one is open. Polls the backend only
// while visible; costs nothing when hidden.
import * as api from "../lib/api.js";
import { player } from "../lib/state.svelte.js";
import { previewUi } from "../lib/preview/previewSession.svelte.js";
let visible = $state(false);
let stats = $state(null);
let fps = $state(0);
let dlSpeed = $state(0); // bytes/sec of the CURRENT track's stream
function onKeydown(e) {
if (e.ctrlKey && e.shiftKey && (e.key === "D" || e.key === "d")) {
e.preventDefault();
visible = !visible;
}
}
// Poll + FPS only while visible.
$effect(() => {
if (!visible) return;
let lastReceived = 0;
let lastAt = performance.now();
const tick = async () => {
try {
stats = await api.debugStats();
} catch {
stats = null;
}
// Download speed from the BACKEND's own progress handle — the
// player store's mirror is window-activity-gated and can lag.
const now = performance.now();
const cur = stats?.dlReceived ?? 0;
const dt = (now - lastAt) / 1000;
dlSpeed = cur >= lastReceived && dt > 0 ? (cur - lastReceived) / dt : 0;
lastReceived = cur;
lastAt = now;
};
void tick();
const id = setInterval(tick, 1000);
let frames = 0;
let fpsWindow = performance.now();
let raf = requestAnimationFrame(function loop() {
frames += 1;
const now = performance.now();
if (now - fpsWindow >= 500) {
fps = Math.round((frames * 1000) / (now - fpsWindow));
frames = 0;
fpsWindow = now;
}
raf = requestAnimationFrame(loop);
});
return () => {
clearInterval(id);
cancelAnimationFrame(raf);
};
});
const mb = (bytes) => (bytes / 1048576).toFixed(bytes >= 10485760 ? 0 : 1);
const gb = (bytes) => (bytes / 1073741824).toFixed(1);
function rate(bps) {
if (bps >= 1048576) return `${(bps / 1048576).toFixed(1)} MB/s`;
return `${(bps / 1024).toFixed(0)} KB/s`;
}
function fmtUptime(secs) {
const h = Math.floor(secs / 3600);
const m = Math.floor((secs % 3600) / 60);
return h > 0 ? `${h}h${String(m).padStart(2, "0")}m` : `${m}m${String(secs % 60).padStart(2, "0")}s`;
}
const dlTotal = $derived(stats?.dlTotal ?? 0);
const dlDone = $derived(stats?.dlReceived ?? 0);
const loud = $derived(stats?.loudness ?? null);
</script>
<svelte:window onkeydown={onKeydown} />
{#if visible}
<aside class="debug-overlay" aria-hidden="true">
<div class="hdr">DEBUG <span class="dim">Ctrl+Shift+D</span></div>
{#if stats}
<div class="sec">
<div><b>CPU</b> app {stats.cpuProcess.toFixed(1)}% · sys {stats.cpuSystem.toFixed(1)}%</div>
<div><b>GPU</b> {stats.gpuPercent != null ? `${stats.gpuPercent.toFixed(1)}% (3D)` : "n/a"}</div>
<div><b>RAM</b> ws {mb(stats.memWorkingSet)} MB · reserved {mb(stats.memPrivate)} MB</div>
<div class="dim">system {gb(stats.memSystemUsed)} / {gb(stats.memSystemTotal)} GB · {stats.processCount} procs</div>
<div><b>NET</b> ↓ {rate(stats.netRxBps)} · ↑ {rate(stats.netTxBps)}</div>
</div>
<div class="sec">
<div><b>FPS</b> {fps}</div>
<div><b>PLAYER</b> {player.status}{player.track ? ` · ${player.track.title}` : ""}</div>
{#if dlTotal > 0}
<div>
<b>DL</b>
{mb(dlDone)} / {mb(dlTotal)} MB ({((dlDone / dlTotal) * 100).toFixed(0)}%)
{#if dlDone < dlTotal}· {rate(dlSpeed)}{:else}· done{/if}
</div>
<div class="bar"><i style="width:{Math.min(100, (dlDone / dlTotal) * 100)}%"></i></div>
{:else}
<div class="dim">DL — no active stream</div>
{/if}
</div>
<div class="sec">
<div>
<b>NORM</b>
{#if !stats.normalizationEnabled}off{:else if loud}
{loud.lufs != null ? `${loud.lufs.toFixed(1)} LUFS` : "measuring…"}
→ {loud.gainDb >= 0 ? "+" : ""}{loud.gainDb.toFixed(1)} dB
<span class="dim">(target {stats.targetLufs})</span>
{:else}on · idle{/if}
</div>
{#if stats.normalizationEnabled && loud}
<div class="dim">
peak {loud.peak.toFixed(2)}
· {loud.cached ? "cache hit" : loud.analyzing ? "analyzing" : "measured this play"}
</div>
{/if}
{#if previewUi.open}
<div>
<b>PREVIEW</b>
{previewUi.snapshot?.phase ?? "—"} · gen {previewUi.snapshot?.requestGeneration ?? "—"} ·
idx {previewUi.snapshot?.activeManifestIndex ?? "—"}
</div>
{/if}
</div>
<div class="dim ft">up {fmtUptime(stats.uptimeSecs)}</div>
{:else}
<div class="dim">waiting for backend…</div>
{/if}
</aside>
{/if}
<style>
.debug-overlay {
position: fixed;
top: 40px;
right: 12px;
z-index: 2147483000;
pointer-events: none;
min-width: 300px;
max-width: 380px;
padding: 10px 12px;
background: rgba(8, 10, 14, 0.82);
border: 1px solid rgba(255, 255, 255, 0.14);
border-radius: 8px;
backdrop-filter: blur(4px);
font-family: Consolas, "Cascadia Mono", monospace;
font-size: 11px;
line-height: 1.55;
color: #d7e0ea;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.6);
}
.hdr {
font-weight: 700;
letter-spacing: 0.08em;
color: #7fd0ff;
margin-bottom: 4px;
}
.sec {
padding: 4px 0;
border-top: 1px solid rgba(255, 255, 255, 0.08);
}
b {
color: #9fc1e0;
font-weight: 600;
display: inline-block;
min-width: 46px;
}
.dim {
color: rgba(215, 224, 234, 0.55);
}
.ft {
margin-top: 2px;
border-top: 1px solid rgba(255, 255, 255, 0.08);
padding-top: 4px;
}
.bar {
height: 3px;
border-radius: 2px;
background: rgba(255, 255, 255, 0.12);
overflow: hidden;
margin: 2px 0 1px;
}
.bar i {
display: block;
height: 100%;
background: #7fd0ff;
}
</style>
+147 -18
View File
@@ -11,6 +11,8 @@
// R1b capsule, T3 directional metadata swaps, folded control row with
// the P2 ghost pill, F3 footer.
import { tick, untrack } from "svelte";
import { fade, scale } from "svelte/transition";
import { cubicOut } from "svelte/easing";
import {
previewUi,
previewCommands,
@@ -31,6 +33,16 @@
const playing = $derived(st?.phase === PHASE.PLAYING);
const ended = $derived(st?.phase === PHASE.ENDED);
const failed = $derived(st?.phase === PHASE.ITEM_FAILED);
// The play button shows INTENT, not the transport's instantaneous phase:
// during a step the session passes through resolving/buffering for a few
// hundred ms, and flipping the glyph there reads as a stutter (user
// report 2026-07-23). togglePlay() parks from those phases, so the pause
// glyph is honest — clicking it stops the audio either way.
const wantsPlay = $derived(
playing ||
(st?.desiredPlaying &&
(st?.phase === PHASE.RESOLVING_MEDIA || st?.phase === PHASE.BUFFERING))
);
const playable = $derived(st ? playableManifestIndices(st) : []);
const cursor = $derived(st ? playableCursor(st) : null);
const unavailableCount = $derived(items.length - playable.length);
@@ -399,6 +411,16 @@
const posLabel = $derived(fmtMs(st?.positionMs ?? 0) || "0:00");
const clipLabel = $derived(fmtMs(st?.clipDurationMs ?? 30_000) || "0:30");
// Shared by the transport buttons and the reel-side arrows.
const prevDisabled = $derived(
cursor == null ? activeIndex != null && !playable.some((i) => i < activeIndex) : cursor <= 0
);
const nextDisabled = $derived(
cursor == null
? activeIndex != null && !playable.some((i) => i > activeIndex)
: cursor >= playable.length - 1
);
async function onPlayFull() {
if (!previewUi.playFull || !activeItem) return;
const starter = previewUi.playFull;
@@ -410,7 +432,15 @@
<svelte:window onkeydown={onKeydown} />
{#if previewUi.open && st}
<div class="scrim" onclick={() => closePreview()} aria-hidden="true"></div>
<!-- Scale & fade (user pick 2026-07-23, variant A of the motion mockup):
240 ms in from 96%, 190 ms out to 97%, scrim fading alongside. -->
<div
class="scrim"
onclick={() => closePreview()}
aria-hidden="true"
in:fade={{ duration: 240 }}
out:fade={{ duration: 190 }}
></div>
<div
class="modal"
class:is-playing={playing}
@@ -419,6 +449,8 @@
aria-label={manifest ? `Track previews: ${manifest.context.title}` : "Track previews"}
style="--pv-accent: {pvAccent}; --pv-accent-hover: {pvHover};"
bind:this={dialogEl}
in:scale={{ duration: 240, start: 0.96, easing: cubicOut }}
out:scale={{ duration: 190, start: 0.97 }}
>
<div class="bg" aria-hidden="true">
<img class="bleed" class:show={bleedSlot === 1 && bleedA} src={bleedA || undefined} alt="" />
@@ -490,18 +522,18 @@
class="m-step"
title="Previous preview (↑)"
aria-label="Previous preview"
disabled={cursor == null ? activeIndex != null && !playable.some((i) => i < activeIndex) : cursor <= 0}
disabled={prevDisabled}
onclick={() => step(-1)}
>
<svg width="20" height="20" viewBox="0 0 24 24" fill="currentColor"><path d="M6 6h2.2v12H6zm3.8 6l8.2 6V6z" /></svg>
</button>
<button
class="m-play"
title={playing ? "Pause preview (Space)" : ended ? "Replay preview (Space)" : "Play preview (Space)"}
aria-label={playing ? "Pause preview" : ended ? "Replay preview" : "Play preview"}
title={wantsPlay ? "Pause preview (Space)" : ended ? "Replay preview (Space)" : "Play preview (Space)"}
aria-label={wantsPlay ? "Pause preview" : ended ? "Replay preview" : "Play preview"}
onclick={() => previewCommands.togglePlay()}
>
{#if playing}
{#if wantsPlay}
<svg width="18" height="18" viewBox="0 0 24 24" fill="currentColor"><path d="M7 5h4v14H7zM13 5h4v14h-4z" /></svg>
{:else if ended}
<svg width="18" height="18" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round"><path d="M3 12a9 9 0 1 0 3-6.7" /><path d="M3 4v5h5" /></svg>
@@ -513,7 +545,7 @@
class="m-step"
title="Next preview (↓)"
aria-label="Next preview"
disabled={cursor == null ? activeIndex != null && !playable.some((i) => i > activeIndex) : cursor >= playable.length - 1}
disabled={nextDisabled}
onclick={() => step(1)}
>
<svg width="20" height="20" viewBox="0 0 24 24" fill="currentColor"><path d="M15.8 6H18v12h-2.2zM6 6l8.2 6L6 18z" /></svg>
@@ -574,6 +606,26 @@
{/each}
</div>
</div>
<div class="reel-arrows">
<button
class="reel-arrow"
title="Previous preview (↑)"
aria-label="Previous preview"
disabled={prevDisabled}
onclick={() => step(-1)}
>
<svg width="22" height="22" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"><path d="M6 14.5l6-6 6 6" /></svg>
</button>
<button
class="reel-arrow"
title="Next preview (↓)"
aria-label="Next preview"
disabled={nextDisabled}
onclick={() => step(1)}
>
<svg width="22" height="22" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"><path d="M6 9.5l6 6 6-6" /></svg>
</button>
</div>
</div>
</div>
@@ -589,7 +641,13 @@
{/each}
</span>
<span class="m-pos">
{cursor != null ? `${cursor + 1} of ${playable.length}` : `unavailable · ${(activeIndex ?? 0) + 1} of ${items.length}`}
{#if cursor != null}
<!-- Reserve the widest digit count so stepping 9→10
never widens the label and reflows the flex rail. -->
<span class="pos-n" style="min-width: {String(playable.length).length}ch">{cursor + 1}</span> of {playable.length}
{:else}
unavailable · {(activeIndex ?? 0) + 1} of {items.length}
{/if}
{#if unavailableCount > 0}&nbsp;· {unavailableCount} unavailable{/if}
</span>
</div>
@@ -604,14 +662,31 @@
position: fixed;
inset: 0;
z-index: 60;
background: rgba(0, 0, 0, 0.5);
backdrop-filter: blur(2px);
-webkit-backdrop-filter: blur(2px);
/* Spotify-style: the page behind darkens clearly and blurs a touch,
so the panel reads as a floating modal rather than a full takeover. */
background: rgba(0, 0, 0, 0.62);
backdrop-filter: blur(6px);
-webkit-backdrop-filter: blur(6px);
}
.modal {
/* A centred, window-relative panel — not an inset-26 near-fullscreen
sheet. Capped so it never dominates a large monitor while the two
columns still keep their room on smaller windows. */
position: fixed;
inset: 26px;
/* Safe frame: the modal centers (margin auto) inside a fixed inset
box whose 48px top ALWAYS clears the 30px app titlebar — the modal
can never cover it, whatever the window size — with matching
gutters on the sides and bottom. The width/height caps keep it a
real modal on a 4K monitor (1660×1000) while the calc() terms
guarantee it never outgrows the frame on small windows. */
inset: 48px;
margin: auto;
width: min(1660px, 90vw, calc(100vw - 96px));
height: min(1000px, calc(100vh - 96px));
/* vw-based headline: small windows sit at the 38px floor and only
wide screens grow it. */
--pv-title: clamp(38px, 2.4vw, 52px);
z-index: 61;
border-radius: 14px;
overflow: hidden;
@@ -727,7 +802,7 @@
/* -------------------------------------------------------------- body */
.m-body {
display: grid;
grid-template-columns: minmax(300px, 500px) auto;
grid-template-columns: minmax(320px, 680px) auto;
justify-content: center;
gap: 36px;
padding: 0 20px;
@@ -743,13 +818,14 @@
/* Fixed two-line title slot, BOTTOM-aligned: a one-line title sits against
the artist row instead of floating a line above it. */
.title-slot {
height: 82px;
/* Two lines of the (now responsive) title at 1.08 line-height. */
height: calc(var(--pv-title, 38px) * 1.08 * 2);
display: flex;
align-items: flex-end;
margin-bottom: 8px;
}
.m-title {
font-size: 38px;
font-size: var(--pv-title, 38px);
font-weight: 800;
line-height: 1.08;
letter-spacing: -0.8px;
@@ -797,7 +873,7 @@
gap: 11px;
margin-top: 28px;
/* Spans the same width as the control row beneath it. */
max-width: 472px;
max-width: 560px;
}
.m-wave {
flex: 1;
@@ -830,7 +906,10 @@
cursor: pointer;
font-family: inherit;
}
.m-play {
/* Scoped under .m-transport so it outranks the `.m-transport button`
reset (0,1,1) that was blanking the accent fill and the black glyph —
the mockup only had a plain `button{}` reset, which lost to `.m-play`. */
.m-transport .m-play {
width: 46px;
height: 46px;
border-radius: 50%;
@@ -841,7 +920,7 @@
transition: background 0.35s ease;
flex: none;
}
.m-play:hover {
.m-transport .m-play:hover {
transform: scale(1.05);
}
.m-step {
@@ -917,7 +996,11 @@
}
.reel {
/* Single source of geometry: everything below is calc() off these. */
--cover: clamp(190px, 34vh, 340px);
/* max(34vh, 22vw) so wide screens (4K) grow the cover via the vw term
while smaller windows stay on 34vh exactly as before — 22vw only
overtakes 34vh once the viewport is very wide, so the 4:3 window is
untouched and the 4K cover jumps from 340 up to the 540 cap. */
--cover: clamp(190px, max(34vh, 22vw), 540px);
--gap: 30px;
--stride: calc(var(--cover) + var(--gap));
--bleed-room: 70px;
@@ -928,6 +1011,43 @@
-webkit-mask-image: linear-gradient(180deg, transparent 0%, #000 18%, #000 82%, transparent 100%);
mask-image: linear-gradient(180deg, transparent 0%, #000 18%, #000 82%, transparent 100%);
}
/* Manual step chevrons beside the art (user request 2026-07-23): bare
glyphs like the reference, no chrome until hover. They sit in the
reel's 70px bleed gutter — negative margin tucks them against the
cover's edge without widening the column. */
.reel-arrows {
display: flex;
flex-direction: column;
gap: 26px;
margin-left: -30px;
position: relative;
z-index: 2;
}
.reel-arrow {
width: 40px;
height: 40px;
border-radius: 50%;
display: grid;
place-items: center;
background: none;
border: 0;
color: var(--text-secondary);
cursor: pointer;
transition: color 0.15s ease, background 0.15s ease, transform 0.15s ease;
}
.reel-arrow:hover:not(:disabled) {
color: #fff;
background: rgba(255, 255, 255, 0.08);
transform: scale(1.08);
}
.reel-arrow:active:not(:disabled) {
transform: scale(0.96);
}
.reel-arrow:disabled {
opacity: 0.25;
cursor: default;
}
.reel-track {
/* A fixed anchor at the reel centre — it never moves. Cards position
themselves relative to it at (index − activeIndex) × stride and
@@ -1134,6 +1254,11 @@
gap: 3px;
flex: 1;
min-width: 0;
/* Fixed box height: the active segment animates 3↔5px, so without a
pinned height the rail's box shrank mid-step and the centred rail
bounced ~0.5px vertically on every track change. Now the segments
grow inside a constant-height box and nothing reflows. */
height: 5px;
}
.rail i {
flex: 1;
@@ -1149,6 +1274,10 @@
font-variant-numeric: tabular-nums;
flex: none;
}
.pos-n {
display: inline-block;
text-align: right;
}
.sr-announce {
position: absolute;
+7 -2
View File
@@ -136,8 +136,13 @@ export const streamWaveform = (username, path, size, buckets) =>
// previewResolve returns { ok, lease | failure, retryable } — the signed URL
// never crosses this boundary, only an opaque lease id does.
export const previewResolve = (trackId) => invoke("preview_resolve", { trackId });
export const previewLoad = (leaseId, startPaused) =>
invoke("preview_load", { leaseId, startPaused });
export const previewLoad = (leaseId, startPaused, crossfadeMs = 0, startAtSecs = null) =>
invoke("preview_load", { leaseId, startPaused, crossfadeMs, startAtSecs });
export const playerFadePauseAcked = (fadeMs, volume) =>
invoke("player_fade_pause_acked", { fadeMs, volume });
export const playerFadeResume = (fadeMs, volume) =>
invoke("player_fade_resume", { fadeMs, volume });
export const debugStats = () => invoke("debug_stats");
export const previewControl = (action, value = null) =>
invoke("preview_control", { action, value });
export const previewDispose = () => invoke("preview_dispose");
+29 -9
View File
@@ -1,17 +1,26 @@
// Production wiring for the Phase 1 focus coordinator: the real main player
// on one side, the preview session on the other.
//
// One honest deviation from the pure model, documented here because it is a
// real design decision: the renderer cannot know the NATIVE playback
// generation ahead of time (it only travels in the PauseAck itself). The
// production binding therefore replaces "ack.generation === snapshot's
// native generation" with an equivalent renderer-side invariant:
// Two honest deviations from the pure model, documented here because they
// are real design decisions:
//
// granted ⇔ ack received (never assumed on timeout)
// 1. The renderer cannot know the NATIVE playback generation ahead of time
// (it only travels in the PauseAck itself), so the production binding
// replaces "ack.generation === snapshot's native generation" with an
// equivalent renderer-side invariant:
//
// granted ⇔ the main fade-to-silence is RUNNING (see requestSilence —
// since the 2026-07-23 open-crossfade, silence is a ramp the
// preview deliberately overlaps, not an acknowledged fact)
// ∧ no renderer PLAYBACK generation change during negotiation
// (a new Buffering = a new track start = a new generation)
// ∧ no revision-gateway change during negotiation
//
// 2. The open/close crossfades trade the hard "silence before preview
// audio" gate for a bounded overlap window (CROSSFADE_MS); the backend
// fade thread still ends in pause + desired-paused latch, and its
// failure mode is silence, never double audio.
//
// Every native source change reaches the renderer as an event that bumps the
// gateway (wired in state.svelte.js), so a native-side surprise invalidates
// the grant exactly as a user command does. The native ack generation is
@@ -19,6 +28,7 @@
import * as api from "../api.js";
import { createFocusCoordinator, createRevisionGateway } from "./focus.js";
import { CROSSFADE_MS } from "./service.js";
/**
* @param {object} deps
@@ -48,7 +58,17 @@ export function createProductionFocus({ readPlayer, readPlaybackGeneration, resu
};
},
requestSilence: async (generationAtSnapshot) => {
const ack = await api.playerPauseAcked(); // throws on timeout
// Open crossfade (user decision 2026-07-23): the main player
// FADES to silence over the session crossfade instead of hard-
// pausing, and this resolves as soon as the backend fade thread
// is running — the first preview clip ramps in OVER the fading
// main track. This deliberately relaxes the Phase 0.4 rule
// ("acknowledged silence before any preview audio"): the
// overlap is the feature. The pause + desired-paused latch land
// at the fade's end inside the backend thread; its failure mode
// is silence (volume left at 0), never double audio.
const p = readPlayer();
await api.playerFadePauseAcked(CROSSFADE_MS, p.muted ? 0 : (p.volume ?? 0.7));
const generationNow = readPlaybackGeneration();
return {
// Applied only if no new main track started mid-negotiation;
@@ -57,8 +77,8 @@ export function createProductionFocus({ readPlayer, readPlaybackGeneration, resu
applied: true,
generation:
generationNow === generationAtSnapshot ? generationAtSnapshot : generationNow,
nativeGeneration: ack.generation,
latched: ack.latched,
nativeGeneration: null,
latched: true,
};
},
resumeMain: (snapshot, opts) => {
+12 -1
View File
@@ -14,6 +14,17 @@ function availabilityFromCatalogTrack(t) {
return AVAILABILITY.NOT_PROVIDED;
}
/** Deezer CDN cover URLs are size-addressed (`…/cover/<md5>/250x250-….jpg`).
* Track payloads carry the 250px variant — right for list thumbnails, blurry
* on the preview reel's large card — so rewrite to the 1000px variant of the
* SAME asset the artist page's album grid (`cover_xl`) already uses. Only
* the preview modal pays for the bigger image; non-Deezer URLs and anything
* shaped unexpectedly pass through untouched. */
function fullSizeArtwork(url) {
if (typeof url !== "string" || !url.includes("dzcdn.net")) return url;
return url.replace(/\/\d{2,4}x\d{2,4}(?=-)/, "/1000x1000");
}
function itemFromCatalogTrack(t, ordinal, inherit = {}) {
return makeItem({
sessionKey: `s${ordinal}-dz${t.id}`,
@@ -25,7 +36,7 @@ function itemFromCatalogTrack(t, ordinal, inherit = {}) {
artists: [t.artist || inherit.artist || ""].filter(Boolean),
album: t.album || inherit.album,
albumId: t.album_id ?? inherit.albumId,
artwork: t.cover ?? inherit.artwork,
artwork: fullSizeArtwork(t.cover ?? inherit.artwork),
fullDurationMs: Number.isFinite(t.duration_secs) ? t.duration_secs * 1000 : undefined,
sources: [makeSourceRef({ provider: "deezer", providerTrackId: t.id, matchConfidence: "native" })],
initialAvailability: availabilityFromCatalogTrack(t),
+18 -2
View File
@@ -57,7 +57,7 @@ export function createNativeTransport(dispatch) {
/** Accept a native lease and hand its clip to the preview player.
* `startPaused` maps to the backend's desired-paused latch, so a
* parked open can never leak audio (Phase 0.4). */
async load(lease, { sessionId, generation, sessionKey }, { startPaused = false } = {}) {
async load(lease, { sessionId, generation, sessionKey }, { startPaused = false, crossfadeMs = 0, startAtMs = 0 } = {}) {
if (disposed) throw new Error("transport disposed");
await ensureSubscribed();
if (!isValidLease(lease) || lease.transport !== "native") {
@@ -67,7 +67,14 @@ export function createNativeTransport(dispatch) {
return;
}
ctx = { sessionId, generation, sessionKey };
await api.previewLoad(lease.opaqueLeaseId, startPaused);
// startAtMs rides into the DECODER (session resume): the clip
// comes up already positioned, no post-load seek race.
await api.previewLoad(
lease.opaqueLeaseId,
startPaused,
crossfadeMs,
startAtMs > 0 ? startAtMs / 1000 : null
);
},
async play() {
if (!ctx) return;
@@ -84,6 +91,15 @@ export function createNativeTransport(dispatch) {
async setVolume(v) {
await api.previewControl("volume", v);
},
/** Crossfade out-half: ramp the current clip to silence instead of
* cutting it. ctx is deliberately KEPT — the tail's events carry the
* superseded generation and die at the reducer, and the next load
* will restamp; clearing ctx here would also mute a failure event
* racing the fade. */
async fadeOut(ms) {
if (!ctx) return;
await api.previewControl("fade_out", ms);
},
async stop() {
ctx = null; // events from the dying clip stamp nothing
await api.previewControl("stop");
+12 -6
View File
@@ -145,19 +145,25 @@ export async function closePreview() {
demoTicker = null;
}
if (!service) return { restored: false };
const out = await service.close();
unsubscribe?.();
unsubscribe = null;
// Detach first (re-entrancy: a second Escape lands on the early return),
// and hide the modal BEFORE awaiting the close — service.close() now
// holds the line for the close-crossfade tail (~CROSSFADE_MS), and the
// visual out-transition must not wait on audio. The snapshot stays until
// the close resolves so the dialog has content through its exit.
const svc = service;
service = null;
previewUi.open = false;
previewUi.snapshot = null;
previewUi.focusWaiting = false;
previewUi.playFull = null;
const back = previewUi.returnFocusTo;
previewUi.returnFocusTo = null;
if (back && typeof back.focus === "function" && back.isConnected) {
back.focus();
}
const out = await svc.close();
unsubscribe?.();
unsubscribe = null;
previewUi.snapshot = null;
previewUi.focusWaiting = false;
previewUi.playFull = null;
return out;
}
+173 -33
View File
@@ -2,7 +2,7 @@
//
// The reducer decides WHAT happens; this service decides WHEN: the settle
// window after navigation, the resolve→load→play pipeline, the single
// cache-bypass retry, one direction-aware lease prefetch, and the focus
// cache-bypass retry, the two-neighbour lease prefetch, and the focus
// handshake at the session edges. Everything time-like is injected
// (scheduler, monotonic clock) so the whole loop runs under node:test with
// manual ticks — no real timers anywhere in the tests.
@@ -20,6 +20,33 @@ const defaultScheduler = {
clear: (id) => clearTimeout(id),
};
/** Equal-power crossfade between track previews. 340 ms — the EXACT length
* of the reel's card-slide transition (`top 340ms` in PreviewOverlay), so
* the audio cross and the visual slide start and land together (user
* decision 2026-07-23, superseding the earlier 250 ms pick). The outgoing
* clip keeps SOUNDING until the incoming one is loaded — the backend's
* crossfade owns both ramps — so the two genuinely overlap. */
export const CROSSFADE_MS = 340;
/** How long the outgoing clip may keep playing under the NEW card before we
* give up waiting for the incoming load and fade it out anyway. Only reached
* on a slow un-prefetched resolve; with the lease prefetch the load lands in
* well under one crossfade. */
const OUTGOING_OVERSTAY_MS = 1000;
/** Steps closer together than this are a burst (held arrow key, ~33 ms
* repeats) and get the coalescing settle window; an ISOLATED step fires the
* pipeline immediately — the user asked for audio "the instant I scroll",
* and the wheel is already rate-gated upstream. */
const BURST_WINDOW_MS = 250;
/** Start the auto-advance this far before the playing clip's end, so the
* next clip crossfades in while the tail is still sounding — continuous
* auto-play instead of end→silence→late fade-in. Sized for load latency
* (~50 ms) + the full crossfade; MEDIA_ENDED remains the backstop for clips
* that run shorter than their 30 s nominal duration. */
const EARLY_ADVANCE_MS = CROSSFADE_MS + 60;
export function createPreviewService({
resolver,
// The service CONSTRUCTS the transport, binding it to its own dispatch —
@@ -37,7 +64,12 @@ export function createPreviewService({
let settleTimer = null;
let focusToken = null;
let focusWaiting = false;
// sessionKey -> { lease, receiptAt } — the one direction-aware prefetch.
// Burst detection for the adaptive settle window.
let lastNavAt = -Infinity;
// One early auto-advance per generation, however many position events
// cross the threshold.
let lastEarlyAdvanceGen = -1;
// sessionKey -> { lease, receiptAt } — the two-neighbour prefetch (≤2).
let prefetched = new Map();
const emit = () => {
@@ -62,20 +94,56 @@ export function createPreviewService({
if (generationMoved && state.phase === PHASE.RESOLVING_MEDIA) {
scheduleSettle();
}
maybeScheduleEarlyAdvance();
}
/** Continuous auto-play: once the playing clip is within EARLY_ADVANCE_MS
* of its end and a next playable exists, step forward NOW — the step's
* crossfade then overlaps the tail instead of following the silence.
* Latched per generation; the dispatch is deferred a tick (via the
* scheduler) so a reducer transition never re-enters the reducer. */
function maybeScheduleEarlyAdvance() {
if (!state || state.phase !== PHASE.PLAYING || !state.desiredPlaying || state.muted) return;
const gen = state.requestGeneration;
if (gen === lastEarlyAdvanceGen) return;
const clip = state.clipDurationMs;
if (!clip || state.positionMs < clip - EARLY_ADVANCE_MS) return;
const playable = playableManifestIndices(state);
const cur = playableCursor(state);
if (cur == null || cur + 1 >= playable.length) return; // last clip ends naturally
lastEarlyAdvanceGen = gen;
const sessionId = state.sessionId;
scheduler.set(() => {
if (!state || state.sessionId !== sessionId || state.requestGeneration !== gen) return;
if (state.phase !== PHASE.PLAYING || !state.desiredPlaying || state.muted) return;
dispatch({ type: "STEP", sessionId, dir: 1 });
}, 0);
}
function scheduleSettle() {
if (settleTimer != null) scheduler.clear(settleTimer);
const sessionId = state.sessionId;
const generation = state.requestGeneration;
// Stop the outgoing clip immediately — silence between cards is
// correct; audio under the wrong artwork never is.
void transport.stop();
// Fade-capable transports (native) keep the outgoing clip SOUNDING
// through settle + resolve: the crossfade inside load() ramps it out
// against the incoming clip, which is the only way the two overlap.
// Fading here at t=0 was the 2026-07-23 gap bug — the outgoing was
// silent before the incoming even loaded. Transports without fades
// (fixture/tests) keep the original hard stop; either way superseded
// events carry a stale generation and land inert at the reducer.
if (typeof transport.fadeOut !== "function") void transport.stop();
// Adaptive settle: an isolated navigation fires the pipeline at once
// (audio the instant you scroll); only a BURST — steps landing within
// BURST_WINDOW_MS of each other, i.e. a held key — pays the
// coalescing window so intermediates never load.
const now = monotonicNow();
const delay = now - lastNavAt > BURST_WINDOW_MS ? 0 : settleMs;
lastNavAt = now;
settleTimer = scheduler.set(() => {
settleTimer = null;
if (!state || state.sessionId !== sessionId || state.requestGeneration !== generation) return;
void runPipeline(sessionId, generation);
}, settleMs);
}, delay);
}
async function runPipeline(sessionId, generation) {
@@ -83,8 +151,35 @@ export function createPreviewService({
state && state.sessionId === sessionId && state.requestGeneration === generation;
if (!fresh() || state.activeItemKey == null) return;
const item = state.manifest.items[state.activeManifestIndex];
// On fade transports the OUTGOING clip is still sounding right now —
// scheduleSettle deliberately left it alone so load()'s crossfade can
// ramp it out against the incoming clip. These guards are the two
// cases where that handover never comes: the incoming load fails, or
// it overstays (slow un-prefetched resolve) — then the outgoing gets
// the standalone fade to silence instead of playing on under the
// wrong card. Both are no-ops for stop-at-settle transports.
let overstayTimer = null;
if (typeof transport.fadeOut === "function") {
overstayTimer = scheduler.set(() => {
overstayTimer = null;
if (fresh()) void transport.fadeOut(CROSSFADE_MS);
}, OUTGOING_OVERSTAY_MS);
}
const clearOverstay = () => {
if (overstayTimer != null) {
scheduler.clear(overstayTimer);
overstayTimer = null;
}
};
const retireOutgoing = () => {
clearOverstay();
if (typeof transport.fadeOut === "function") void transport.fadeOut(CROSSFADE_MS);
};
const source = item.sources[0];
if (!source) {
retireOutgoing();
dispatch({ type: "ITEM_FAILED", sessionId, generation, sessionKey: item.sessionKey, errorClass: "no_source" });
return;
}
@@ -100,14 +195,15 @@ export function createPreviewService({
if (!lease) {
let result = await resolver.resolve(source, { generation });
if (!fresh()) return;
if (!fresh()) return clearOverstay();
if (!result.ok && result.retryable) {
// The capped retry: exactly one cache-bypass re-mint per
// user intent, per the resolver contract. Never a loop.
result = await resolver.resolve(source, { generation, bypassCache: true });
if (!fresh()) return;
if (!fresh()) return clearOverstay();
}
if (!result.ok) {
retireOutgoing();
dispatch({
type: "ITEM_FAILED",
sessionId,
@@ -128,42 +224,66 @@ export function createPreviewService({
sessionKey: item.sessionKey,
clipDurationMs: lease.clipDurationMs,
});
if (!fresh()) return;
if (!fresh()) return clearOverstay();
// The load owns the handover from here (crossfade or hard swap).
clearOverstay();
const audible = state.desiredPlaying && focusToken != null && !state.muted;
await transport.load(lease, { sessionId, generation, sessionKey: item.sessionKey }, { startPaused: !audible });
// Session resume memory: a revisited clip picks up where it left
// off (recorded by the reducer on departure; 0 after it finished).
const resumeMs = state.itemRuntimeByKey[item.sessionKey]?.resumeMs ?? 0;
await transport.load(
lease,
{ sessionId, generation, sessionKey: item.sessionKey },
{ startPaused: !audible, crossfadeMs: audible ? CROSSFADE_MS : 0, startAtMs: resumeMs }
);
if (!fresh()) {
void transport.stop();
return;
}
if (resumeMs > 0) {
// Paint the scrubber at the resume point immediately; the
// transport's own position events take over within a tick.
dispatch({ type: "MEDIA_POSITION", sessionId, generation, positionMs: resumeMs });
}
if (audible) await transport.play();
prefetchNeighbor(sessionId, generation);
prefetchNeighbors(sessionId, generation);
}
/** Resolve the NEXT playable item's lease in the background so stepping
* forward usually skips the network entirely. One item, forward only —
* the bounded mechanism the plan allows without byte prefetch. */
function prefetchNeighbor(sessionId, generation) {
/** Resolve BOTH playable neighbours' leases in the background so a step
* in either direction usually skips the network entirely. Forward-only
* prefetch was the 2026-07-23 asymmetry bug: down-steps crossfaded in
* ~180 ms while up-steps sat through a full resolve. Bounded at the two
* neighbours of the current position — still leases only, no byte
* prefetch beyond what resolve itself stores. */
function prefetchNeighbors(sessionId, generation) {
if (!state || state.sessionId !== sessionId || state.requestGeneration !== generation) return;
const playable = playableManifestIndices(state);
const cur = playableCursor(state);
if (cur == null || cur + 1 >= playable.length) return;
const next = state.manifest.items[playable[cur + 1]];
if (prefetched.has(next.sessionKey) || !next.sources[0]) return;
void resolver
.resolve(next.sources[0], { generation })
.then((r) => {
if (r.ok && state && state.sessionId === sessionId) {
prefetched.set(next.sessionKey, { lease: r.lease, receiptAt: monotonicNow() });
// bounded: keep at most one prefetched lease around
if (prefetched.size > 1) {
const oldest = prefetched.keys().next().value;
if (oldest !== next.sessionKey) prefetched.delete(oldest);
if (cur == null) return;
const wanted = [];
if (cur + 1 < playable.length) wanted.push(state.manifest.items[playable[cur + 1]]);
if (cur - 1 >= 0) wanted.push(state.manifest.items[playable[cur - 1]]);
// Prune anything that is no longer a neighbour — the map stays at ≤2.
const wantedKeys = new Set(wanted.map((i) => i.sessionKey));
for (const key of [...prefetched.keys()]) {
if (!wantedKeys.has(key)) prefetched.delete(key);
}
for (const item of wanted) {
if (prefetched.has(item.sessionKey) || !item.sources[0]) continue;
// A settled failure stays settled: background prefetch must not
// grow the pipeline's capped retry into a loop.
if (state.itemRuntimeByKey[item.sessionKey]?.errorClass) continue;
void resolver
.resolve(item.sources[0], { generation })
.then((r) => {
if (r.ok && state && state.sessionId === sessionId) {
prefetched.set(item.sessionKey, { lease: r.lease, receiptAt: monotonicNow() });
}
}
})
.catch(() => {});
})
.catch(() => {});
}
}
// -------------------------------------------------------------- focus --
@@ -236,6 +356,18 @@ export function createPreviewService({
await transport.pause();
return;
}
// Mid-transition (step still resolving/buffering) with listen
// intent: the button shows a pause glyph, so a click must PARK —
// drop the intent (the pipeline will load startPaused) and
// silence whatever is still sounding (the crossfade's outgoing).
if (
state.desiredPlaying &&
(state.phase === PHASE.RESOLVING_MEDIA || state.phase === PHASE.BUFFERING)
) {
dispatch({ type: "SET_DESIRED_PLAYING", sessionId: sid, value: false });
await transport.pause();
return;
}
if (state.phase === PHASE.ENDED) {
dispatch({ type: "REPLAY", sessionId: sid });
return;
@@ -262,7 +394,10 @@ export function createPreviewService({
},
/** Close: terminal for the session; transport torn down; main
* restored only if we paused it and nothing changed since. */
* restored only if we paused it and nothing changed since. On fade
* transports the close is a CROSSFADE: the preview rings down while
* the release's fade-resume brings the main track back up, and the
* teardown waits for the tail so dispose cannot cut it off. */
async close() {
if (!state) return { restored: false };
if (settleTimer != null) {
@@ -271,11 +406,16 @@ export function createPreviewService({
}
dispatch({ type: "CLOSE", sessionId: state.sessionId });
prefetched.clear();
await transport.stop();
await transport.dispose();
const fades = typeof transport.fadeOut === "function";
if (fades) void transport.fadeOut(CROSSFADE_MS);
else await transport.stop();
const token = focusToken;
focusToken = null;
const restored = token ? focus.coordinator.release(token) : { restored: false };
if (fades) {
await new Promise((resolve) => scheduler.set(resolve, CROSSFADE_MS + 80));
}
await transport.dispose();
return restored;
},
};
+33 -2
View File
@@ -95,13 +95,29 @@ function withRuntime(state, sessionKey, patch) {
});
}
/** Leaving a clip with less than this remaining counts as FINISHING it — a
* revisit starts from the top. Sized just past the service's anticipatory
* auto-advance point (clip end − ~400 ms), so an auto-advanced track always
* restarts while a mid-clip departure always resumes. */
const RESUME_END_GUARD_MS = 500;
/** Activate the item at `manifestIndex`, bumping the generation — the
* common core of first-pick, step, click and auto-advance. */
function activate(state, manifestIndex, { keepDesired }) {
const item = itemAt(state, manifestIndex);
if (!item) return state;
// Remember where the OUTGOING clip stopped so a revisit can pick it back
// up. positionMs === 0 records nothing — a burst step that only passed
// through must not wipe a position remembered from a real earlier visit.
let runtime = state.itemRuntimeByKey;
if (state.activeItemKey && state.activeItemKey !== item.sessionKey && state.positionMs > 0) {
const clip = state.clipDurationMs ?? 30_000;
const resumeMs = clip - state.positionMs > RESUME_END_GUARD_MS ? state.positionMs : 0;
runtime = withRuntime(state, state.activeItemKey, { resumeMs });
}
return Object.freeze({
...state,
itemRuntimeByKey: runtime,
phase: PHASE.RESOLVING_MEDIA,
activeItemKey: item.sessionKey,
activeManifestIndex: manifestIndex,
@@ -178,8 +194,15 @@ export function reduce(state, action) {
case "REPLAY": {
if (!guard(state, action, { needGeneration: false })) return state;
if (state.activeManifestIndex == null) return state;
// Replay means "from the top" — drop any remembered position.
const cleared = state.activeItemKey
? Object.freeze({
...state,
itemRuntimeByKey: withRuntime(state, state.activeItemKey, { resumeMs: 0 }),
})
: state;
return Object.freeze({
...activate(state, state.activeManifestIndex, { keepDesired: true }),
...activate(cleared, cleared.activeManifestIndex, { keepDesired: true }),
desiredPlaying: true,
});
}
@@ -237,7 +260,15 @@ export function reduce(state, action) {
if (cur != null && cur + 1 < playable.length) {
return activate(state, playable[cur + 1], { keepDesired: true });
}
return Object.freeze({ ...state, phase: PHASE.ENDED, desiredPlaying: false });
// The last clip finished: any revisit or replay starts fresh.
return Object.freeze({
...state,
phase: PHASE.ENDED,
desiredPlaying: false,
itemRuntimeByKey: state.activeItemKey
? withRuntime(state, state.activeItemKey, { resumeMs: 0 })
: state.itemRuntimeByKey,
});
}
case "ITEM_FAILED": {
if (!guard(state, action, { needGeneration: true })) return state;
+4 -1
View File
@@ -6,6 +6,7 @@ import {
bumpMainRevision,
notePlaybackGeneration,
} from "./preview/previewSession.svelte.js";
import { CROSSFADE_MS as PREVIEW_CROSSFADE_MS } from "./preview/service.js";
export const app = $state({
connection: "offline", // offline | connecting | online
@@ -3567,7 +3568,9 @@ export function initEvents() {
initPreviewBridge({
readPlayer: () => player,
resumeMain: () => {
api.playerControl("resume");
// Close crossfade: come back from the preview at volume 0 and
// ramp to the user's level while the preview rings down.
api.playerFadeResume(PREVIEW_CROSSFADE_MS, player.muted ? 0 : player.volume);
},
});
+21
View File
@@ -38,6 +38,12 @@
}
}
async function setVolumeNormalization(next) {
if (next !== settings.volume_normalization) {
await commit({ volumeNormalization: next });
}
}
async function chooseDownloadDir() {
const dir = await api.pickFolder();
if (dir) await commit({ downloadDir: dir });
@@ -226,6 +232,21 @@
{/each}
</select>
</div>
<div class="row">
<div class="label">
<div class="name">Normalize volume</div>
<div class="hint">Plays every track at roughly the same loudness (−14 LUFS, like Spotify), so quiet and loud masters stop needing the volume knob. Streams are measured during their first play; boosts never clip.</div>
</div>
<select
class="device-select"
value={settings.volume_normalization ? "on" : "off"}
disabled={saving}
onchange={(e) => setVolumeNormalization(e.currentTarget.value === "on")}
>
<option value="on">On (recommended)</option>
<option value="off">Off</option>
</select>
</div>
<p class="muted small">Changes apply immediately and keep the current track near the same position.</p>
</section>