perf(visualizer): cut spectrum + track-switch CPU significantly
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Frontend hot path (player.js, background.js):
- visualizer rAF: drop per-frame getComputedStyle('--accent') (cached on
applyAccentColor), build canvas LinearGradient once per accent change
instead of 32× per frame, batch all bars into a single beginPath/fill
- FPS-gate canvas redraw via frequencyDataVersion so 60-144 Hz monitors
stop re-rendering identical frames produced at 30 Hz on the backend
- editorial spectrum bars: replace style.height (layout) with
transform: scaleY (compositor-only); cache bar refs, pre-compute
per-bar gain/range, dedup writes at 1/1000 quantization
- coalesce VU needle into the visualizer rAF; cache vuNeedle ref;
dedup angle writes at 0.1°
- updateUI: status-payload fingerprint short-circuits the redundant
status_update broadcasts that fire during a track change
- swapArtworkSrc: only force layout reflow when keyframe is in flight;
drop the ?_=Date.now() cache-buster so identical artwork URLs reuse
the decoded bitmap; mini/glow imgs only re-set src when changed
- drop the fullscreen MutationObserver — fs-bloom-art is mirrored
directly from the artwork-swap path, eliminating the second blur paint
- updateProgress: skip text writes when the rounded second hasn't moved;
POSITION_INTERPOLATION_MS 100 → 250
- background.js: lift resizeBackgroundCanvas out of the rAF body, cache
step, accept new int-scaled wire format
CSS:
- spectrum bars use transform: scaleY(var(--bar-h-scale)) + transition
on transform; will-change updated to transform
- album-art-glow and fs-bloom-art switched to small-source-blur trick
(render at 20-25% size, scale 4-6×, lower blur radius) — visually
equivalent, ~10-25× cheaper repaint on track change
- drop unused transition: filter on .vinyl-stage #album-art
Backend (audio_analyzer.py, websocket_manager.py):
- pre-allocate windowed and cumsum buffers; replace
np.concatenate(([0.0], np.cumsum(...))) with cumsum[0]=0 +
np.cumsum(out=cumsum[1:]); float32 hanning window
- RMS via np.dot(mono, mono) — no astype copy, no ** temp
- int16 wire format (scale=1000) — smaller JSON, no Python float boxing
- versioned data + threading.Event so _audio_broadcast_loop is event-
driven (ev.wait + monotonic seq dedup) instead of polling on a timer
with the always-false `data is _last_data` identity check
ruff clean, pytest 7 passed / 3 numpy-skipped, esbuild bundle 113.6 kB.
This commit is contained in:
@@ -236,27 +236,54 @@ export function updateBackgroundColors() {
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// ---- Render loop ----
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// Cached step into the bins array; recomputed only when bins.length
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// changes (which happens at most once after the first audio frame
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// arrives or when num_bins is reconfigured).
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let bgBinsLength = -1;
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let bgBinsStep = 1;
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// Last applied resolution — drawing with stale viewport is harmless,
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// but we still need to refresh the uniform after the resize listener
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// has updated the canvas.
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let bgLastResW = -1;
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let bgLastResH = -1;
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function renderBackgroundFrame() {
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bgAnimFrame = requestAnimationFrame(renderBackgroundFrame);
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const gl = bgGL;
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if (!gl || !bgUniforms) return;
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resizeBackgroundCanvas();
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gl.viewport(0, 0, bgCanvas.width, bgCanvas.height);
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// Resize listener already keeps canvas dimensions in sync — only
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// touch the viewport when the canvas actually changed size, so the
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// per-frame path doesn't read window.innerWidth (a layout-flushing
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// property).
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if (bgCanvas.width !== bgLastResW || bgCanvas.height !== bgLastResH) {
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bgLastResW = bgCanvas.width;
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bgLastResH = bgCanvas.height;
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gl.viewport(0, 0, bgLastResW, bgLastResH);
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gl.uniform2f(bgUniforms.resolution, bgLastResW, bgLastResH);
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}
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const time = performance.now() / 1000 - bgStartTime;
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// Smooth audio data from the imported frequencyData (shared with visualizer)
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// Smooth audio data from the imported frequencyData (shared with visualizer).
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// Backend may send float bins (legacy) or int×1000 (new); .scale tells us which.
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if (frequencyData && frequencyData.frequencies) {
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const bins = frequencyData.frequencies;
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const step = Math.max(1, Math.floor(bins.length / BG_BAND_COUNT));
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const scale = frequencyData.scale && frequencyData.scale > 0
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? 1.0 / frequencyData.scale : 1.0;
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if (bins.length !== bgBinsLength) {
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bgBinsLength = bins.length;
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bgBinsStep = Math.max(1, Math.floor(bgBinsLength / BG_BAND_COUNT));
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}
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const step = bgBinsStep;
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for (let i = 0; i < BG_BAND_COUNT; i++) {
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const idx = Math.min(i * step, bins.length - 1);
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const target = bins[idx] || 0;
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let idx = i * step;
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if (idx >= bgBinsLength) idx = bgBinsLength - 1;
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const target = (bins[idx] || 0) * scale;
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bgSmoothedBands[i] += (target - bgSmoothedBands[i]) * (1 - BG_SMOOTHING);
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}
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const targetBass = frequencyData.bass || 0;
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const targetBass = (frequencyData.bass || 0) * scale;
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bgSmoothedBass += (targetBass - bgSmoothedBass) * (1 - BG_SMOOTHING);
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} else {
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// Gentle decay when no audio
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@@ -267,7 +294,6 @@ function renderBackgroundFrame() {
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}
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// Set uniforms (locations cached at init, colors cached on change)
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gl.uniform2f(bgUniforms.resolution, bgCanvas.width, bgCanvas.height);
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gl.uniform1f(bgUniforms.time, time);
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gl.uniform1f(bgUniforms.bass, bgSmoothedBass);
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gl.uniform1fv(bgUniforms.bands, bgSmoothedBands);
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