forked from Keelrleek/SoulStream
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.
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@@ -3570,7 +3570,7 @@ export function initEvents() {
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resumeMain: () => {
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// Close crossfade: come back from the preview at volume 0 and
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// ramp to the user's level while the preview rings down.
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api.playerFadeResume(PREVIEW_CROSSFADE_MS, player.muted ? 0 : player.volume);
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api.playerFadeResume(PREVIEW_CROSSFADE_MS);
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},
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});
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