fix: preview crossfade no longer strands the main volume (silent playback)

Clicking a track could play silently: the store showed status=playing with
the position advancing and no error, but the sink was at volume 0. The
open/close crossfade ramped the main player's USER VOLUME as its fade
channel and left it at 0 on an ack timeout (or when a track change
suppressed the close resume). User volume persists across tracks and a new
Play doesn't reset it, so every later click played at 0 while the slider
still read 0.7.

Give the main player a separate fade_gain channel (Cmd::SetFadeGain, sink =
volume * norm * fade_gain), reset to 1 by every Play/Stop. The open/close
fades ramp fade_gain instead of set_volume (their volume arg is gone, JS
callers too), so the user volume is never touched -- store and backend can't
desync -- and a clicked track always resets fade_gain to 1, so it can never
be stranded silent. fade_resume lands exactly at 1. Player::fade_gain()
mirrors it into a report atomic; debug overlay shows main fade + this proved
the fix live (open 1->0, close 0->1, new track 1.0, volume steady at 0.7).

39 app + 12 player + 85 JS tests pass.
This commit is contained in:
KeelrLeek committed 2026-07-23 17:31:06 -05:00
1 parent 28aba3a3b3
commit 86e0d86604
7 files changed
+98 -45

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+6
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@@ -79,6 +79,9 @@ pub struct DebugStats {
pub normalization_enabled: bool,
pub target_lufs: f64,
pub loudness: Option<crate::loudness::CurrentTrack>,
/// Main player's live fade-gain (1.0 = full; <1 only during a preview
/// open/close crossfade). Proves a fade never strands the volume.
pub main_fade_gain: Option<f32>,
/// The preview voices' resting volume (mirrors the app volume; 0 = muted).
pub preview_volume: Option<f32>,
/// The active preview clip's loudness-normalization gain in dB.
@@ -173,6 +176,9 @@ pub fn debug_stats(app: tauri::AppHandle, state: State<'_, DiagState>) -> DebugS
preview_norm_db: app
.try_state::<crate::preview::PreviewState>()
.map(|s| crate::preview::active_norm_db(&s)),
main_fade_gain: app
.try_state::<crate::playback::PlayerState>()
.map(|p| p.player.fade_gain()),
}
}
+29 -27
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@@ -688,27 +688,26 @@ pub fn preview_dispose(state: State<'_, PreviewState>) -> Result<(), String> {
/// the preview voices' `fade_gen`.
static MAIN_FADE_GEN: AtomicU64 = AtomicU64::new(0);
/// Session-open crossfade, main side: ramp the main player to silence over
/// `fade_ms` (equal-power cos, so the preview's sin ramp-in sums level),
/// then pause it WITH the desired-paused latch, then restore `volume` on the
/// now-silent sink so the later resume has its level back. Returns as soon
/// as the fade thread is RUNNING — the caller starts the preview's ramp-in
/// over it; the overlap is the point (deliberate relaxation of the Phase
/// 0.4 "acknowledged silence before any preview audio" rule, user decision
/// 2026-07-23). If the ack never lands, the volume stays at 0 — silent is
/// the safe failure — and the close-side fade-resume self-heals it.
/// Session-open crossfade, main side: ramp the main player's FADE-GAIN (a
/// channel separate from the user volume) 1→0 over `fade_ms` (equal-power
/// cos, so the preview's sin ramp-in sums level), then pause with the
/// desired-paused latch. Returns as soon as the fade thread is RUNNING — the
/// caller starts the preview's ramp-in over it; the overlap is the point
/// (deliberate relaxation of the Phase 0.4 "acknowledged silence before any
/// preview audio" rule, user decision 2026-07-23).
///
/// Fade-gain is used INSTEAD of the user volume precisely so a fade can never
/// strand the volume: fade-gain resets to 1 on the next Play, and the
/// close-side fade-resume ramps it back — so even if the ack times out or a
/// track change suppresses the resume, a later clicked track still plays at
/// full (the "audio broken after a track click" bug this replaces).
#[tauri::command]
pub fn player_fade_pause_acked(
app: tauri::AppHandle,
fade_ms: u64,
volume: f64,
) -> Result<(), String> {
pub fn player_fade_pause_acked(app: tauri::AppHandle, fade_ms: u64) -> Result<(), String> {
let gen = MAIN_FADE_GEN.fetch_add(1, Ordering::Relaxed) + 1;
std::thread::Builder::new()
.name("main-fade-out".into())
.spawn(move || {
let players = app.state::<PlayerState>();
let v = volume as f32;
let dur = fade_ms.max(1);
let t0 = Instant::now();
loop {
@@ -718,7 +717,7 @@ pub fn player_fade_pause_acked(
let t = (t0.elapsed().as_millis() as f32 / dur as f32).min(1.0);
players
.player
.set_volume(v * (t * std::f32::consts::FRAC_PI_2).cos());
.set_fade_gain((t * std::f32::consts::FRAC_PI_2).cos());
if t >= 1.0 {
break;
}
@@ -727,28 +726,27 @@ pub fn player_fade_pause_acked(
if MAIN_FADE_GEN.load(Ordering::Relaxed) != gen {
return;
}
// Pause with the latch. Fade-gain stays 0 while paused (silent),
// but the user volume is untouched, so nothing is stranded.
let rx = players.player.pause_acked();
match rx.recv_timeout(Duration::from_millis(1_500)) {
Ok(_) => players.player.set_volume(v),
Err(_) => eprintln!("preview: main fade-pause ack timed out; volume left silent"),
}
let _ = rx.recv_timeout(Duration::from_millis(1_500));
})
.map_err(|e| e.to_string())?;
Ok(())
}
/// Session-close crossfade, main side: come back from the paused snapshot at
/// volume 0 and ramp to `volume` while the preview's fade-out rings down.
/// Resume also clears the desired-paused latch (player-crate contract).
/// Session-close crossfade, main side: resume the paused main and ramp its
/// FADE-GAIN 0→1 while the preview's fade-out rings down. Resume clears the
/// desired-paused latch (player-crate contract); the user volume is never
/// touched, so the track returns at exactly the level it left.
#[tauri::command]
pub fn player_fade_resume(app: tauri::AppHandle, fade_ms: u64, volume: f64) -> Result<(), String> {
pub fn player_fade_resume(app: tauri::AppHandle, fade_ms: u64) -> Result<(), String> {
let gen = MAIN_FADE_GEN.fetch_add(1, Ordering::Relaxed) + 1;
std::thread::Builder::new()
.name("main-fade-in".into())
.spawn(move || {
let players = app.state::<PlayerState>();
let v = volume as f32;
players.player.set_volume(0.0);
players.player.set_fade_gain(0.0);
players.player.resume();
let dur = fade_ms.max(1);
let t0 = Instant::now();
@@ -759,12 +757,16 @@ pub fn player_fade_resume(app: tauri::AppHandle, fade_ms: u64, volume: f64) -> R
let t = (t0.elapsed().as_millis() as f32 / dur as f32).min(1.0);
players
.player
.set_volume(v * (t * std::f32::consts::FRAC_PI_2).sin());
.set_fade_gain((t * std::f32::consts::FRAC_PI_2).sin());
if t >= 1.0 {
break;
}
std::thread::sleep(FADE_TICK);
}
// Land exactly at unity so a stale tick can't leave it short.
if MAIN_FADE_GEN.load(Ordering::Relaxed) == gen {
players.player.set_fade_gain(1.0);
}
})
.map_err(|e| e.to_string())?;
Ok(())