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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+51
-10
@@ -113,6 +113,10 @@ enum Cmd {
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/// exactly where loudness may step. Cleared by Play/Stop; an unknown
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/// next track falls back to unity at the boundary.
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SetNextNormGainDb(f32),
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/// Transient fade multiplier (0..1) for the preview open/close crossfade,
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/// SEPARATE from the user volume so a fade can never strand the volume
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/// setting. Reset to 1 by every Play/Stop.
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SetFadeGain(f32),
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SetOutputDevice {
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device: Option<String>,
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reply: mpsc::Sender<Result<(), String>>,
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@@ -227,6 +231,9 @@ where
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#[derive(Clone)]
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pub struct Player {
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cmd_tx: mpsc::Sender<Cmd>,
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/// f32 bits; the audio thread mirrors its live fade-gain here for
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/// observability (the debug overlay / crossfade diagnostics). 1.0 = full.
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fade_report: Arc<std::sync::atomic::AtomicU32>,
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}
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impl Player {
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@@ -242,13 +249,20 @@ impl Player {
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) -> (Player, mpsc::Receiver<PlayerEvent>) {
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let (cmd_tx, cmd_rx) = mpsc::channel::<Cmd>();
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let (event_tx, event_rx) = mpsc::channel::<PlayerEvent>();
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let fade_report = Arc::new(std::sync::atomic::AtomicU32::new(1.0f32.to_bits()));
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let thread_report = fade_report.clone();
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std::thread::Builder::new()
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.name("audio".into())
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.spawn(move || audio_thread(cmd_rx, event_tx, output_device))
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.spawn(move || audio_thread(cmd_rx, event_tx, output_device, thread_report))
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.expect("spawn audio thread");
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(Player { cmd_tx }, event_rx)
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(Player { cmd_tx, fade_report }, event_rx)
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}
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/// The audio thread's current fade-gain (0..1). Observability only.
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pub fn fade_gain(&self) -> f32 {
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f32::from_bits(self.fade_report.load(Ordering::Relaxed))
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}
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pub fn play_local(&self, path: impl Into<PathBuf>, duration_hint: Option<f64>) {
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@@ -352,6 +366,13 @@ impl Player {
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.send(Cmd::SetNextNormGainDb(db.clamp(-18.0, 9.0)));
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}
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/// Transient fade multiplier (0..1) for the preview open/close crossfade.
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/// A separate channel from the user volume — reset to 1 by every Play/Stop
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/// — so a fade can never leave a later track silent. See [`Cmd::SetFadeGain`].
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pub fn set_fade_gain(&self, gain: f32) {
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let _ = self.cmd_tx.send(Cmd::SetFadeGain(gain.clamp(0.0, 1.0)));
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}
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/// Change devices immediately. The audio thread acknowledges only after
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/// the endpoint has opened successfully, so callers can safely persist it.
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pub fn set_output_device(&self, device: Option<String>) -> Result<(), String> {
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@@ -476,6 +497,7 @@ fn audio_thread(
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cmd_rx: mpsc::Receiver<Cmd>,
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event_tx: mpsc::Sender<PlayerEvent>,
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initial_device: Option<String>,
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fade_report: Arc<std::sync::atomic::AtomicU32>,
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) {
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// Open the output device lazily and keep it across tracks. If the device
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// is momentarily busy (e.g. another instance still releasing it), we
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@@ -505,7 +527,12 @@ fn audio_thread(
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let mut norm_target_db: f32 = 0.0;
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// Gain waiting for the next gapless boundary (None → unity there).
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let mut pending_norm_db: Option<f32> = None;
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let eff = |user: f32, ndb: f32| user * 10f32.powf(ndb / 20.0);
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// Transient fade multiplier (0..1) for the preview session's open/close
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// crossfade — a SEPARATE channel from the user volume, so a fade can
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// never corrupt the volume setting (leaving a track silent after the
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// fade or across the next Play). Reset to 1 by every Play/Stop.
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let mut fade_gain: f32 = 1.0;
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let eff = |user: f32, ndb: f32, fg: f32| user * 10f32.powf(ndb / 20.0) * fg;
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let mut playing = false;
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// The active stream source, so we can abort its blocking reads.
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let mut active_stream: Option<Arc<StreamProgress>> = None;
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@@ -568,6 +595,11 @@ fn audio_thread(
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norm_db = 0.0;
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norm_target_db = 0.0;
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pending_norm_db = None;
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// A clicked/queued track always plays at full: never inherit a
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// preview crossfade's residual fade level (that was the
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// "audio broken after a track click" bug).
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fade_gain = 1.0;
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fade_report.store(fade_gain.to_bits(), Ordering::Relaxed);
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let track = TrackSource {
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path,
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stream,
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@@ -672,7 +704,7 @@ fn audio_thread(
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match decode_scratch_window(path, secs, rate) {
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Ok((samples, speed)) => {
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let s = Sink::connect_new(out.mixer());
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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s.set_speed(speed);
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s.append(samples);
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s.play();
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@@ -700,7 +732,7 @@ fn audio_thread(
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match local_decoder(path) {
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Ok(decoder) => {
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let s = Sink::connect_new(out.mixer());
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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queued_sources.store(1, Ordering::SeqCst);
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s.append(EndNotifier {
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inner: decoder,
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@@ -731,7 +763,7 @@ fn audio_thread(
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Ok(Cmd::Volume(v)) => {
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volume = v;
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if let Some(s) = &sink {
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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}
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}
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Ok(Cmd::SetNormGainDb { db, immediate }) => {
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@@ -739,7 +771,7 @@ fn audio_thread(
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if immediate {
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norm_db = db;
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if let Some(s) = &sink {
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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}
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}
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// Non-immediate: the tick arm slews norm_db there.
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@@ -747,6 +779,13 @@ fn audio_thread(
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Ok(Cmd::SetNextNormGainDb(db)) => {
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pending_norm_db = Some(db);
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}
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Ok(Cmd::SetFadeGain(fg)) => {
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fade_gain = fg.clamp(0.0, 1.0);
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fade_report.store(fade_gain.to_bits(), Ordering::Relaxed);
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if let Some(s) = &sink {
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s.set_volume(eff(volume, norm_db, fade_gain));
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}
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}
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Ok(Cmd::SetOutputDevice { device, reply }) => {
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output_change = Some((device, Some(reply)));
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}
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@@ -762,6 +801,8 @@ fn audio_thread(
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waiting_preload = None;
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pending_tracks.clear();
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pending_norm_db = None;
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fade_gain = 1.0;
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fade_report.store(fade_gain.to_bits(), Ordering::Relaxed);
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playing = false;
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scratching = false;
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local_path = None;
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@@ -776,7 +817,7 @@ fn audio_thread(
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if diff.abs() > 0.001 {
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norm_db += diff.clamp(-0.15, 0.15);
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if let Some(s) = &sink {
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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}
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}
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}
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@@ -882,7 +923,7 @@ fn audio_thread(
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let track_duration = ready.track_duration();
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if !is_preload {
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let s = Sink::connect_new(out.mixer());
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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sink = Some(s);
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active_track = Some(ready.track.clone());
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active_stream = ready.track.stream.clone();
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@@ -969,7 +1010,7 @@ fn audio_thread(
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norm_db = pending_norm_db.take().unwrap_or(0.0);
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norm_target_db = norm_db;
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if let Some(s) = &sink {
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s.set_volume(eff(volume, norm_db));
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s.set_volume(eff(volume, norm_db, fade_gain));
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}
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}
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last_queued = q;
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@@ -79,6 +79,9 @@ pub struct DebugStats {
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pub normalization_enabled: bool,
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pub target_lufs: f64,
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pub loudness: Option<crate::loudness::CurrentTrack>,
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/// Main player's live fade-gain (1.0 = full; <1 only during a preview
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/// open/close crossfade). Proves a fade never strands the volume.
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pub main_fade_gain: Option<f32>,
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/// The preview voices' resting volume (mirrors the app volume; 0 = muted).
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pub preview_volume: Option<f32>,
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/// The active preview clip's loudness-normalization gain in dB.
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@@ -173,6 +176,9 @@ pub fn debug_stats(app: tauri::AppHandle, state: State<'_, DiagState>) -> DebugS
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preview_norm_db: app
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.try_state::<crate::preview::PreviewState>()
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.map(|s| crate::preview::active_norm_db(&s)),
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main_fade_gain: app
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.try_state::<crate::playback::PlayerState>()
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.map(|p| p.player.fade_gain()),
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}
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}
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+29
-27
@@ -688,27 +688,26 @@ pub fn preview_dispose(state: State<'_, PreviewState>) -> Result<(), String> {
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/// the preview voices' `fade_gen`.
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static MAIN_FADE_GEN: AtomicU64 = AtomicU64::new(0);
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/// Session-open crossfade, main side: ramp the main player to silence over
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/// `fade_ms` (equal-power cos, so the preview's sin ramp-in sums level),
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/// then pause it WITH the desired-paused latch, then restore `volume` on the
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/// now-silent sink so the later resume has its level back. Returns as soon
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/// as the fade thread is RUNNING — the caller starts the preview's ramp-in
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/// over it; the overlap is the point (deliberate relaxation of the Phase
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/// 0.4 "acknowledged silence before any preview audio" rule, user decision
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/// 2026-07-23). If the ack never lands, the volume stays at 0 — silent is
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/// the safe failure — and the close-side fade-resume self-heals it.
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/// Session-open crossfade, main side: ramp the main player's FADE-GAIN (a
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/// channel separate from the user volume) 1→0 over `fade_ms` (equal-power
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/// cos, so the preview's sin ramp-in sums level), then pause with the
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/// desired-paused latch. Returns as soon as the fade thread is RUNNING — the
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/// caller starts the preview's ramp-in over it; the overlap is the point
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/// (deliberate relaxation of the Phase 0.4 "acknowledged silence before any
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/// preview audio" rule, user decision 2026-07-23).
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///
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/// Fade-gain is used INSTEAD of the user volume precisely so a fade can never
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/// strand the volume: fade-gain resets to 1 on the next Play, and the
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/// close-side fade-resume ramps it back — so even if the ack times out or a
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/// track change suppresses the resume, a later clicked track still plays at
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/// full (the "audio broken after a track click" bug this replaces).
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#[tauri::command]
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pub fn player_fade_pause_acked(
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app: tauri::AppHandle,
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fade_ms: u64,
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volume: f64,
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) -> Result<(), String> {
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pub fn player_fade_pause_acked(app: tauri::AppHandle, fade_ms: u64) -> Result<(), String> {
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let gen = MAIN_FADE_GEN.fetch_add(1, Ordering::Relaxed) + 1;
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std::thread::Builder::new()
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.name("main-fade-out".into())
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.spawn(move || {
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let players = app.state::<PlayerState>();
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let v = volume as f32;
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let dur = fade_ms.max(1);
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let t0 = Instant::now();
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loop {
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@@ -718,7 +717,7 @@ pub fn player_fade_pause_acked(
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let t = (t0.elapsed().as_millis() as f32 / dur as f32).min(1.0);
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players
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.player
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.set_volume(v * (t * std::f32::consts::FRAC_PI_2).cos());
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.set_fade_gain((t * std::f32::consts::FRAC_PI_2).cos());
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if t >= 1.0 {
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break;
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}
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@@ -727,28 +726,27 @@ pub fn player_fade_pause_acked(
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if MAIN_FADE_GEN.load(Ordering::Relaxed) != gen {
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return;
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}
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// Pause with the latch. Fade-gain stays 0 while paused (silent),
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// but the user volume is untouched, so nothing is stranded.
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let rx = players.player.pause_acked();
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match rx.recv_timeout(Duration::from_millis(1_500)) {
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Ok(_) => players.player.set_volume(v),
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Err(_) => eprintln!("preview: main fade-pause ack timed out; volume left silent"),
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}
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let _ = rx.recv_timeout(Duration::from_millis(1_500));
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})
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.map_err(|e| e.to_string())?;
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Ok(())
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}
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/// Session-close crossfade, main side: come back from the paused snapshot at
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/// volume 0 and ramp to `volume` while the preview's fade-out rings down.
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/// Resume also clears the desired-paused latch (player-crate contract).
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/// Session-close crossfade, main side: resume the paused main and ramp its
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/// FADE-GAIN 0→1 while the preview's fade-out rings down. Resume clears the
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/// desired-paused latch (player-crate contract); the user volume is never
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/// touched, so the track returns at exactly the level it left.
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#[tauri::command]
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pub fn player_fade_resume(app: tauri::AppHandle, fade_ms: u64, volume: f64) -> Result<(), String> {
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pub fn player_fade_resume(app: tauri::AppHandle, fade_ms: u64) -> Result<(), String> {
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let gen = MAIN_FADE_GEN.fetch_add(1, Ordering::Relaxed) + 1;
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std::thread::Builder::new()
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.name("main-fade-in".into())
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.spawn(move || {
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let players = app.state::<PlayerState>();
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let v = volume as f32;
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players.player.set_volume(0.0);
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players.player.set_fade_gain(0.0);
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players.player.resume();
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let dur = fade_ms.max(1);
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let t0 = Instant::now();
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@@ -759,12 +757,16 @@ pub fn player_fade_resume(app: tauri::AppHandle, fade_ms: u64, volume: f64) -> R
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let t = (t0.elapsed().as_millis() as f32 / dur as f32).min(1.0);
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players
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.player
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.set_volume(v * (t * std::f32::consts::FRAC_PI_2).sin());
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.set_fade_gain((t * std::f32::consts::FRAC_PI_2).sin());
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if t >= 1.0 {
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break;
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}
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std::thread::sleep(FADE_TICK);
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}
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// Land exactly at unity so a stale tick can't leave it short.
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if MAIN_FADE_GEN.load(Ordering::Relaxed) == gen {
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players.player.set_fade_gain(1.0);
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}
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})
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.map_err(|e| e.to_string())?;
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Ok(())
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@@ -92,7 +92,10 @@
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</div>
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<div class="sec">
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<div><b>FPS</b> {fps}</div>
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<div><b>PLAYER</b> {player.status}{player.track ? ` · ${player.track.title}` : ""}</div>
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<div>
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<b>PLAYER</b> {player.status}{player.track ? ` · ${player.track.title}` : ""}
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{#if stats.mainFadeGain != null && stats.mainFadeGain < 0.999}· fade {stats.mainFadeGain.toFixed(2)}{/if}
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</div>
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{#if dlTotal > 0}
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<div>
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<b>DL</b>
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+4
-4
@@ -138,10 +138,10 @@ export const streamWaveform = (username, path, size, buckets) =>
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export const previewResolve = (trackId) => invoke("preview_resolve", { trackId });
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export const previewLoad = (leaseId, startPaused, crossfadeMs = 0, startAtSecs = null) =>
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invoke("preview_load", { leaseId, startPaused, crossfadeMs, startAtSecs });
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export const playerFadePauseAcked = (fadeMs, volume) =>
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invoke("player_fade_pause_acked", { fadeMs, volume });
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export const playerFadeResume = (fadeMs, volume) =>
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invoke("player_fade_resume", { fadeMs, volume });
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export const playerFadePauseAcked = (fadeMs) =>
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invoke("player_fade_pause_acked", { fadeMs });
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export const playerFadeResume = (fadeMs) =>
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invoke("player_fade_resume", { fadeMs });
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export const debugStats = () => invoke("debug_stats");
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export const previewControl = (action, value = null) =>
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invoke("preview_control", { action, value });
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@@ -105,14 +105,15 @@ export function createProductionFocus({ readPlayer, readPlaybackGeneration, resu
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// Deferred open crossfade: fade the main track out NOW, synchronised with
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// the preview's fade-in. Idempotent, and only fades if the main is
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// actually sounding (guards a commitment that leaked past a handoff or an
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// idle-main open). Fresh volume read at fire time.
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// idle-main open). The fade rides a separate fade-gain channel — the user
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// volume is never touched.
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coordinator.beginMainSilence = () => {
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if (!mainSilenceArmed) return;
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mainSilenceArmed = false;
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const p = readPlayer();
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const audible = p.status === "playing" || p.status === "buffering";
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if (!audible) return;
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void api.playerFadePauseAcked(CROSSFADE_MS, p.muted ? 0 : (p.volume ?? 0.7));
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void api.playerFadePauseAcked(CROSSFADE_MS);
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};
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return { coordinator, gateway };
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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);
|
||||
api.playerFadeResume(PREVIEW_CROSSFADE_MS);
|
||||
},
|
||||
});
|
||||
|
||||
|
||||
Reference in new issue
Block a user