Scroll-driven animation conversion
- apply() writes nothing per frame on the supported path; the hero
squeeze, fade line and header curves all ride scroll-driven animations
on the compositor.
- Section boundaries flip via IntersectionObserver sentinels; the scroll
listener is gone from the hot path.
- The scrollbar thumb rides its own scroll-driven animation.
- @supports-not fallback keeps the previous rAF --p path verbatim, so
unsupported engines render identically.
- Curves verified exact to 1e-6 against the old path, 0.000px continuity
across boundary flips, correct retarget on resize.
Perf fixes
- Forced-layout reads pulled out of both scroll handlers.
- Resize settle-reflow: a second reflow 200ms after resize quiesces, and
the pane is observed too. This was the root cause of the fullscreen
fade-wedge and of the long-standing intermittent where rows stayed
hidden after a resize.
Glass
- backdrop-filter removed from chips and preview surfaces.
- Bar glass blur 20 -> 12.
- Choose-hero pill removed from the UI; pickArtistHero/clearArtistHero
backend is untouched and the control can be re-homed later.
Hero design (final)
- Crossfade twins are permanent. Twin blur is baked via bakeBlur()
(clamp-to-edge pad -> blur -> crop) so the frames stay pixel-aligned
with no edge fringe and no geometry scaling.
- Bloom strip retired everywhere; HeroGpuCanvas's internal bloom canvases
are hidden by one scoped rule and the component is unchanged.
- Seam is a pure mirror: the artwork's top strip flipped inside the glass
band, clipped at the bar's top line, riding the squeeze with the hero
and dissolving in lockstep on rotation.
- GPU twin overlay crossfades on rotation instead of snapping — the
incoming baked frame fades in on hero-banner-in with a 2-frame cap.
- ~930 lines of experimental variants and the perf-flag system deleted;
the surviving path is a pixel no-op against the approved configuration.
Debug overlay
- PERF/SEAM rows dropped; the overlay keeps stats plus an FPS/drops/worst
counter (Ctrl+Shift+D).
The content fade mask on .scrollbody lives in the scrolling element's local
box, so its cut stop (--flow-cut) must ride scroll to stay at a fixed screen
line. Driving that from heroScroll's rAF lagged the native compositor scroll
by a frame on fast flicks, so the cut slid up and rows briefly showed above
where they should clip (user-reported).
Move --flow-cut to a CSS scroll-driven animation (@property + @keyframes +
animation-timeline: scroll(nearest block), @supports-gated), so it's a pure
function of scroll position evaluated on the compositor and can't lag. The
keyframe delta and animation-range share one oversized constant (100000px)
so the value is base + scrollTop for ANY scroll distance — necessary because
the artist page changes its own content height as it scrolls, making the
total range non-constant. apply() keeps the per-frame path only as the
unsupported-engine fallback.
Verified live: screen cut constant at 217px across scrollTop 300..2500,
--flow-cut == base+scrollTop exactly.
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.
Deezer preview clips are cut from the raw master (not pre-normalized), so
they played several dB hotter than the user's normalized -14 LUFS files —
measured across one artist the previews ranged -0.1 to -8.8 dB from target,
an 8.7 dB spread, so a flat offset would have been wrong either way.
Each clip is now measured with the same BS.1770 meter the main player uses
(preview.rs measure_clip_gain -> loudness::normalization_gain_db) right after
it is written in preview_resolve -- off the async worker, and fully off the
playback path on a prefetched neighbour. The linear gain is stored in the
lease and the reuse cache, and rides UNDER the app-volume mirror per voice
(effective = target_vol * clip_gain), so it composes with the slider, mute
and the crossfade (each clip crosses in at its own matched level). Gated on
the volume_normalization setting; reset on dispose. Debug overlay PREVIEW row
now shows the active clip's norm dB.
Verified live: per-clip gains -0.1..-8.8 dB applied; mute still zeroes the
preview; 39 app + 12 player tests pass.
Opening the preview faded the main track out at focus-acquire time, but the
first preview clip only becomes audible after resolve/load/decode — so on
the way IN the 340 ms main fade completed into silence before the preview
arrived (a gap the user heard; the exit was already fine).
The main fade is now deferred: focusBridge.requestSilence only arms the
commitment and grants; coordinator.beginMainSilence performs the actual
fade-pause, and the service fires it from afterChange on the opening
session's first audible clip (or ITEM_FAILED). Main-cos-out then overlaps
preview-sin-in — a true cross. resumeMain skips the fade-resume when the
fade never fired (close before audible), and beginMainSilence re-checks the
main is sounding before fading. The focus coordinator's acquisition logic
and tests are untouched.
Verified live: preview audible at 275 ms, main played until then, faded
~343 ms, paused at 618 ms and held frozen; close resumed from the exact
position in 15 ms.
The preview backend never received a volume — clips played at the crate
default (0.7) regardless of the slider, even muted. The session now sets
the preview volume from the app store (mute → 0) before the first load and
mirrors it live while the modal is open; the debug overlay's PREVIEW row
exposes the backend's resting volume as proof.
The player-bar volume (and fallback seek) fill is now always the accent
color — matching the waveform scrubber's played region — stepping up to
the hover shade on hover instead of white-until-hover.
Also syncs package-lock to the soulstream name + alpha version.
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.
.gitignore now excludes everything that is not part of the app itself:
memory/, research/, TODO-Feature-Docs/, HANDOFF*/GAMEPLAN notes, .codex/,
.claude/ and logs. Version begins the alpha line at 0.1.0-alpha.1 across
the cargo workspace, package.json and tauri.conf.json.
Centering fix confirmed working in the native Tauri app. Wheel, a11y,
dev-handle removal, and real-app checks all closed out. Added a section
for the bugs/glitches/changes Kyle reported but did not yet specify —
placeholders to fill in, plus non-confirmed places to look.
The transitioned track translateY collapsed to 0 in Chromium (percent-
translated zero-height track), leaving the active cover one stride low
per step. The track is now a fixed anchor at the reel centre; each card
positions itself at (index - activeIndex) * stride and animates its own
small `top`, so no coordinate ever exceeds +/-RENDER_RADIUS * stride.
Verified with the transition ON: centre offset 0 at every index in the
12- and 500-item fixtures, 5 cards in the DOM at scale, wheel gates,
dialog semantics, Tab containment, focus restore, and polite announce
all pass. Dev window.__preview*/__ui handles removed from App.svelte.
Working:
- PreviewOverlay.svelte mounted at app root; opens over a fixture manifest
(window.__previewFixture(n) in dev), inert background, player bar hidden,
focus trap, keyboard nav, F3 rail, T3 swaps, R1b capsule, accent extraction.
- previewSession.svelte.js: store + service wiring (production + fixture).
- Root integration in App.svelte; revision-gateway bumps + notePlaybackGeneration
threaded through state.svelte.js player entry points; api.win guarded so plain
vite browser mounts.
- Launcher on the artist page builds a real artist manifest and opens the modal
with a play-full starter.
- 70 JS tests still green.
Two bugs found and fixed during bring-up:
- effect_update_depth_exceeded: bleed-crossfade and bump effects read AND wrote
the same $state; wrapped writes in untrack(). This loop was breaking Svelte's
scheduler globally (even ui.* stopped reacting).
- accentFromImage now sets crossOrigin for remote covers.
KNOWN BROKEN (handoff): reel vertical centering. The active card stays centred
at index 0 but drifts by one stride per step. Root cause isolated — see
TODO-Feature-Docs/scrollable-track-previews/HANDOFF-PHASE2C.md.
Rust (2A):
- metadata: deezer_track_uncached (fresh mint, cache-updating, paced) and
fetch_preview_media — dedicated client whose custom redirect policy
re-validates every hop against the media allowlist; bounded body read
(cap enforced on received bytes, not Content-Length's promise); Date
header captured for provider-clock lease math. httpdate dep added.
- src-tauri/preview.rs: second Player instance + soulstream:preview event
channel; preview_resolve (fresh mint → host gate → MIME gate → ID3v2
shell strip → MPEG sync check → clip file + opaque lease id → safe_for_ms
mirroring lease.js); preview_load with start_paused via the
desired-paused latch; preview_control/dispose; player_pause_acked
exposing the Phase 0.4 ack on the MAIN player. 9 unit tests.
JS (2B):
- api.js: preview command surface (opaque lease ids only).
- nativeTransport.js: stamps {sessionId, generation, sessionKey} onto
backend events; cleared context makes stragglers dispatch nothing.
- productionResolver.js: DTO → MediaLease, failure classes preserved.
- focusBridge.js: production coordinator binding with the documented
renderer-side generation invariant (buffering counter + gateway).
- service.js: the orchestrator — settle window, resolve→load→play under
focus, single capped retry, one forward lease prefetch with safe-window
expiry, stale re-checks before every transport command, close/handoff.
The service constructs its transport around its own dispatch — the
factory signature exists because a pre-built transport silently loses
the event wiring (caught by test).
70 JS tests passing (npm test); metadata 46 + app preview 9 in cargo.
src/lib/preview/ — framework-free ESM modules, per design §12–14:
- contracts.js: versioned manifest/item/source-ref factories; signed
URLs structurally excluded from manifests; Apple identity first-class.
- lease.js: discriminated MediaLease union; computeSafeForMs derives
lifetimes provider-clock-first with fallback/contradiction handling
(margins are ADRs backed by Phase 0 soak evidence).
- redact.js: URL redaction (host+hash+exp only) and the HTTPS + exact
host allowlist gate applied to initial URLs and every redirect.
- manifest.js: artist (rank order, exact-id dedupe), album (disc/track
sort, context inheritance) and fixture builders — pure, no fetching.
- session.js: reducer with session/generation guards on every async
action; keyed active item with derived playable indices/cursor;
auto-advance under fresh generations; close is terminal.
- resolver.js: PreviewResolver contract + scripted fixture resolver
with classified failures (stale_lease/not_found/network/…).
- transport.js: transport seam + deterministic fake (manual ticks).
- focus.js: revision gateway (all main-player entry points; focus-
internal tag) and the coordinator — acquisition only via a
generation-bound silence ack, restore only with revisions unchanged.
tests/preview/*.test.mjs run via `npm test` (node --test): 61 passing,
covering the full Phase 1 list in IMPLEMENTATION-PLAN §6 including the
exit gate: stale lease/play events are inert, no restoration after any
simulated main command, and no component renders anywhere.
Player::pause_acked() returns a generation-bound PauseAck applied on the
audio thread; a desired-paused latch makes an in-flight decoder come up
paused instead of auto-starting, closing the window where a pause lands
during decode setup. Proven live by examples/focus_ack_probe.rs:
ack-while-playing freezes position; ack-while-buffering never becomes
audible; resume clears the latch; plain pause() during buffering is
demonstrated to auto-start (pre-existing hazard, filed separately).
Transport ADR recorded (native), Phase 0 marked complete in the plan.
Soak: signed URLs serve 206 through their parsed exp (+14.96 min batch)
and return 403 with an Akamai HTML error page by +17.5 min. Resolver
must refresh ahead of exp, treat 403 as stale-lease (re-mint by track
id), and validate audio/mpeg before decoding. ID3v2.4 empty shell
verified byte-identical on 7/7 extra samples; 18- and 26-minute tracks
carry the same uniform 30 s / 480 KB / 128 kbps preview artifact.
The previous .git directory was found gutted (only info/ remained), so
history is unrecoverable locally. This commit restores version control
with the tree exactly as it stands: the working app, the preview-tracks
launcher on the artist hero, the scrollable-track-previews design bundle
(docs + approved mockups), and the Phase 0 validation artifacts.