fix(player): real audio level on VU; full-width spectrum; hide canvas under vinyl

VU needle reflects actual audio output
- Was just a synthetic wobble bounded by the volume slider value.
  Now reads RMS of the FFT bins (skipping bin 0 / DC) the visualizer
  feeds in, multiplies by current volume, and applies attack/release
  smoothing for analog-feeling ballistics.
- Falls back to the synthetic wobble when audio capture isn't
  running so the needle still looks alive on the static fallback.
- When playback stops, needle settles to the bottom of the swing
  (-45deg) instead of holding the volume position.

Spectrum width — actually fixed this time
- Root cause: CSS repeat() does NOT accept a CSS variable for its
  count argument, so my `repeat(var(--spectrum-bars), 1fr)` rule
  was invalid and silently dropped, leaving the legacy/auto sizing
  behavior. Set grid-template-columns directly from JS to
  `repeat(40, minmax(0, 1fr))`.
- CSS retains a `repeat(40, minmax(0, 1fr))` literal as a default
  so the row renders sane even before JS executes.

Spectrogram canvas under vinyl
- Hidden via display: none — the editorial .spectrum row already
  shows the audio spectrum; the canvas was redundant and ugly.
  Element stays in DOM so the visualizer JS keeps rendering (drives
  album-art bass-pulse + dynamic background bands).
This commit is contained in:
2026-04-25 02:27:56 +03:00
parent a0f74dfc39
commit 968eb156bc
3 changed files with 64 additions and 43 deletions
+10 -18
View File
@@ -6711,21 +6711,12 @@ footer .separator { color: var(--ink-ghost); margin: 0 8px; }
@keyframes sr-snap-spin { to { transform: rotate(360deg); } }
/* Spectrogram canvas hidden by default; toggle reveals it. */
/* Spectrogram canvas: hidden — the editorial .spectrum row in the
track-masthead already shows the audio spectrum. The canvas
element stays in the DOM so the visualizer JS keeps rendering
(drives the album-art bass-pulse + dynamic background). */
.now-playing .spectrogram-canvas {
position: absolute;
bottom: -52px;
left: 7%; right: 7%;
width: 86%;
height: 38px;
border-radius: 0;
opacity: 0;
transition: opacity 240ms var(--ease);
pointer-events: none;
}
.now-playing.visualizer-active .spectrogram-canvas,
body.visualizer-active .now-playing .spectrogram-canvas {
opacity: 0.6;
display: none !important;
}
/* ─── Track masthead ──────────────────────────────────────── */
@@ -6867,11 +6858,12 @@ body.visualizer-active .now-playing .spectrogram-canvas {
/* ─── Spectrum bars (JS-injected; real audio from backend FFT) ── */
.now-playing .spectrum {
/* Explicit equal-width columns. The CSS variable --spectrum-bars
is set by JS so adding/removing bars stays in sync. */
/* grid-template-columns is set from JS to repeat(N, minmax(0, 1fr))
because CSS repeat() does NOT accept a CSS variable as its count.
Falling back to a 40-column default ensures something sane renders
even if JS hasn't executed yet. */
display: grid !important;
grid-template-columns: repeat(var(--spectrum-bars, 40), minmax(0, 1fr)) !important;
grid-auto-flow: column;
grid-template-columns: repeat(40, minmax(0, 1fr));
align-items: end;
column-gap: 4px;
height: 70px;
+5 -3
View File
@@ -172,9 +172,11 @@ window.addEventListener('DOMContentLoaded', async () => {
const spectrumRoot = document.getElementById('player-spectrum');
if (spectrumRoot && !spectrumRoot.children.length) {
const SPECTRUM_BARS = 40;
// Sync the grid column count to the bar count so the row truly
// fills the column even if the bar count changes later.
spectrumRoot.style.setProperty('--spectrum-bars', SPECTRUM_BARS);
// CSS repeat() doesn't accept a var() for its count — set the
// grid column template from JS so it always matches the bar
// count and stretches each bar to claim 1fr of the row.
spectrumRoot.style.gridTemplateColumns =
`repeat(${SPECTRUM_BARS}, minmax(0, 1fr))`;
const frag = document.createDocumentFragment();
for (let i = 0; i < SPECTRUM_BARS; i++) {
const s = document.createElement('span');
+46 -19
View File
@@ -795,13 +795,30 @@ export function updateUI(status) {
}
}
// ─── VU needle synthetic wobble ──────────────────────────────
// Real audio-level analysis is only available when the visualizer
// is enabled. For the common case (visualizer off), drive the needle
// with a low-frequency pseudo-random walk that's bounded by current
// volume, so it looks alive without being noisy.
// ─── VU needle ───────────────────────────────────────────────
// The needle reflects ACTUAL audio output level (computed from the
// FFT data the visualizer feeds in). When audio capture isn't
// running, fall back to a synthetic wobble bounded by the volume
// slider position so the needle still looks alive.
let vuWobbleHandle = null;
let vuWobbleStart = 0;
let vuLevelSmoothed = 0; // Smoothed RMS of recent frequency frames
const VU_LEVEL_ATTACK = 0.55; // How fast needle climbs to a peak
const VU_LEVEL_RELEASE = 0.12; // How fast it falls back
function readAudioLevel() {
// frequencyData is the WS-driven FFT payload from player.js scope.
if (!frequencyData || !frequencyData.frequencies) return null;
const bins = frequencyData.frequencies;
if (!bins.length) return null;
let sumSq = 0;
// Skip the very lowest bin (DC + sub-rumble) for cleaner level.
for (let i = 1; i < bins.length; i++) sumSq += bins[i] * bins[i];
const rms = Math.sqrt(sumSq / (bins.length - 1));
// The values are in 0..1 from the backend; gain a touch so quieter
// tracks still swing the needle.
return Math.min(1, rms * 1.6);
}
function startVuWobble() {
if (vuWobbleHandle) return;
@@ -811,16 +828,30 @@ function startVuWobble() {
if (needle) {
const slider = document.getElementById('volume-slider');
const vol = slider ? Number(slider.value) || 0 : 0;
// Volume slider modulates how loud the audio could be;
// multiply against the captured level so muting drops the
// needle even though the source is still playing.
const audioLevel = readAudioLevel();
let target;
if (audioLevel != null) {
// Real audio: scale by output volume & apply attack/release
// smoothing for analog-feeling ballistics.
const wanted = audioLevel * (vol / 100);
const k = wanted > vuLevelSmoothed ? VU_LEVEL_ATTACK : VU_LEVEL_RELEASE;
vuLevelSmoothed = vuLevelSmoothed * (1 - k) + wanted * k;
// Map 0..1 to -45deg..+45deg.
target = -45 + vuLevelSmoothed * 90;
} else {
// Synthetic fallback: volume-mapped + sine wobble.
const base = -45 + (vol / 100) * 90;
// Wobble magnitude scales with volume, capped at ~12deg either way.
const mag = Math.max(2, Math.min(14, vol * 0.16));
const t = (performance.now() - vuWobbleStart) / 1000;
// Two combined sines + a tiny random component for organic motion.
const wobble =
Math.sin(t * 6.3) * mag * 0.55 +
Math.sin(t * 11.7 + 1.3) * mag * 0.30 +
(Math.random() - 0.5) * mag * 0.30;
needle.style.transform = `rotate(${base + wobble}deg)`;
target = base
+ Math.sin(t * 6.3) * mag * 0.55
+ Math.sin(t * 11.7 + 1.3) * mag * 0.30
+ (Math.random() - 0.5) * mag * 0.30;
}
needle.style.transform = `rotate(${target}deg)`;
}
vuWobbleHandle = requestAnimationFrame(tick);
};
@@ -832,14 +863,10 @@ function stopVuWobble() {
cancelAnimationFrame(vuWobbleHandle);
vuWobbleHandle = null;
}
// Settle needle back to the static volume-mapped position.
vuLevelSmoothed = 0;
// Settle needle back to the bottom of the swing.
const needle = document.getElementById('vuNeedle');
const slider = document.getElementById('volume-slider');
if (needle && slider) {
const vol = Number(slider.value) || 0;
const base = -45 + (vol / 100) * 90;
needle.style.transform = `rotate(${base}deg)`;
}
if (needle) needle.style.transform = 'rotate(-45deg)';
}
export function updatePlaybackState(state) {