fix(vu): drive needle from RMS-dB loudness instead of peak-of-bins

- Backend computes time-domain RMS, maps -60..-6 dB to 0..1, sends as
  `level` alongside the per-frame-normalized frequency bins.
- Frontend prefers `level` directly; drops the peak-of-bins fallback
  and the redundant volume-slider attenuation (loopback capture is
  already post-volume on Windows/macOS).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-04-25 12:16:41 +03:00
parent f2c82164e8
commit b09569f390
2 changed files with 28 additions and 13 deletions
+14 -2
View File
@@ -284,7 +284,18 @@ class AudioAnalyzer:
counts = bin_ends - bin_starts
bins = (cumsum[bin_ends] - cumsum[bin_starts]) / counts
# Normalize to 0-1
# True loudness from time-domain RMS, mapped via dB
# so the VU needle reflects actual program level — not
# the per-frame-normalized spectrum.
rms = float(np.sqrt(np.mean(mono.astype(np.float64) ** 2)))
if rms > 1e-6:
db = 20.0 * np.log10(rms)
# Map -60 dB..-6 dB to 0..1 (typical music range)
level = max(0.0, min(1.0, (db + 60.0) / 54.0))
else:
level = 0.0
# Normalize bins to 0-1 for spectrum display
max_val = bins.max()
if max_val > 0:
bins *= (1.0 / max_val)
@@ -295,9 +306,10 @@ class AudioAnalyzer:
# Round for compact JSON
frequencies = np.round(bins, 3).tolist()
bass = round(bass, 3)
level = round(level, 3)
with self._lock:
self._data = {"frequencies": frequencies, "bass": bass}
self._data = {"frequencies": frequencies, "bass": bass, "level": level}
# Throttle to target FPS
elapsed = time.monotonic() - t0
+14 -11
View File
@@ -807,7 +807,11 @@ const VU_LEVEL_ATTACK = 0.7; // Fast climb so the needle catches musical hits
const VU_LEVEL_RELEASE = 0.25; // Faster fall so it swings between hits, not pins
function readAudioLevel() {
if (!frequencyData || !frequencyData.frequencies) return null;
if (!frequencyData) return null;
// Backend sends a true loudness signal (RMS-derived dB, 0..1).
// The bins are renormalized per frame so peak-of-bins is useless for level.
if (typeof frequencyData.level === 'number') return frequencyData.level;
if (!frequencyData.frequencies) return null;
const bins = frequencyData.frequencies;
if (!bins.length) return null;
let peak = 0;
@@ -823,21 +827,20 @@ function startVuWobble() {
const tick = () => {
const needle = document.getElementById('vuNeedle');
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.
// Loopback capture is post-volume on Windows/macOS, so the
// measured level already reflects the output knob — no extra
// (vol/100) attenuation needed.
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;
// Real audio: apply attack/release smoothing for
// analog-feeling ballistics.
const k = audioLevel > vuLevelSmoothed ? VU_LEVEL_ATTACK : VU_LEVEL_RELEASE;
vuLevelSmoothed = vuLevelSmoothed * (1 - k) + audioLevel * k;
target = -22 + vuLevelSmoothed * 44;
} else {
const slider = document.getElementById('volume-slider');
const vol = slider ? Number(slider.value) || 0 : 0;
const base = -22 + (vol / 100) * 44;
const mag = Math.max(2, Math.min(14, vol * 0.16));
const t = (performance.now() - vuWobbleStart) / 1000;