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KeelrLeek 793f78370e 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.
2026-07-23 16:05:14 -05:00

115 lines
4.3 KiB
Rust

//! Phase 0.4 — silence-acknowledgement proof (isolated diagnostic).
//!
//! Proves the audio-focus primitive the preview feature's take-audio-on-open
//! contract depends on:
//!
//! A. pause_acked while PLAYING → ack(sink_was_active), position freezes
//! B. pause_acked while BUFFERING → ack(latched), the in-flight decoder
//! comes up PAUSED — never audible.
//! (Plain pause() provably fails this:
//! case D demonstrates the old hazard.)
//! C. resume after ack → Playing again (latch cleared)
//! D. plain pause() while BUFFERING → track auto-starts anyway — the
//! documented hazard the latch closes.
//!
//! Run: cargo run -p player --example focus_ack_probe -- <mp3>
use std::sync::mpsc::RecvTimeoutError;
use std::time::{Duration, Instant};
use player::{Player, PlayerEvent};
fn collect(rx: &std::sync::mpsc::Receiver<PlayerEvent>, for_ms: u64) -> Vec<PlayerEvent> {
let end = Instant::now() + Duration::from_millis(for_ms);
let mut out = Vec::new();
loop {
let left = end.saturating_duration_since(Instant::now());
if left.is_zero() {
break;
}
match rx.recv_timeout(left) {
Ok(ev) => out.push(ev),
Err(RecvTimeoutError::Timeout) => break,
Err(RecvTimeoutError::Disconnected) => break,
}
}
out
}
fn saw_playing(evs: &[PlayerEvent]) -> bool {
evs.iter().any(|e| matches!(e, PlayerEvent::Playing))
}
fn last_pos(evs: &[PlayerEvent]) -> Option<f64> {
evs.iter().rev().find_map(|e| match e {
PlayerEvent::Position { secs, .. } => Some(*secs),
_ => None,
})
}
fn main() {
let file = std::env::args().nth(1).expect("argv[1]: an mp3 file");
// ---- A: ack while playing ------------------------------------------
let (p, rx) = Player::spawn();
p.play_local(&file, Some(30.0));
let evs = collect(&rx, 2500);
assert!(saw_playing(&evs), "A: track should start");
let ack = p
.pause_acked()
.recv_timeout(Duration::from_millis(1000))
.expect("A: ack");
let pos_at_ack = last_pos(&collect(&rx, 200)).unwrap_or(0.0);
let after = collect(&rx, 800);
let pos_later = last_pos(&after).unwrap_or(pos_at_ack);
let frozen = (pos_later - pos_at_ack).abs() < 0.075; // one 60ms tick of slack
println!(
"PROBE A ack-while-playing: sink_was_active={} latched={} gen={} frozen={}",
ack.sink_was_active, ack.latched, ack.generation, frozen
);
assert!(ack.sink_was_active && !ack.latched && frozen, "A failed");
// ---- C (on the same instance): resume clears the latch --------------
p.resume();
let evs = collect(&rx, 900);
println!("PROBE C resume-after-ack: playing={}", saw_playing(&evs));
assert!(saw_playing(&evs), "C failed");
p.stop();
drop(p);
let _ = collect(&rx, 400);
// ---- B: ack while buffering — the latch case ------------------------
let (p2, rx2) = Player::spawn();
p2.play_local(&file, Some(30.0));
// no waiting: the decoder thread is still setting up
let ack2 = p2
.pause_acked()
.recv_timeout(Duration::from_millis(1000))
.expect("B: ack");
let evs = collect(&rx2, 2500);
let became_audible = saw_playing(&evs);
let came_up_paused = evs.iter().any(|e| matches!(e, PlayerEvent::Paused));
println!(
"PROBE B ack-while-buffering: latched={} sink_was_active={} came_up_paused={} became_audible={}",
ack2.latched, ack2.sink_was_active, came_up_paused, became_audible
);
assert!(
ack2.latched && !became_audible,
"B failed: latch leaked audio"
);
p2.stop();
drop(p2);
let _ = collect(&rx2, 400);
// ---- D: the pre-existing hazard, demonstrated on plain pause() ------
let (p3, rx3) = Player::spawn();
p3.play_local(&file, Some(30.0));
p3.pause(); // fire-and-forget, sink not built yet → dropped on the floor
let evs = collect(&rx3, 2500);
let auto_started = saw_playing(&evs);
println!("PROBE D plain-pause-while-buffering: auto_started={auto_started} (the hazard the latch closes)");
p3.stop();
println!("ALL PROBES PASSED");
}