Merge branch 'level-meter-fab' into dev

This commit is contained in:
daniel-c-harvey
2026-06-08 07:22:51 -04:00
4 changed files with 188 additions and 4 deletions
@@ -1,10 +1,9 @@
@if (_isMinimized)
{
<div class="minimized-dock">
<MudFab Color="Color.Primary"
StartIcon="@Icons.Material.Filled.MusicNote"
Size="Size.Large"
OnClick="@ToggleMinimized"/>
<LevelMeterFab Size="Size.Large"
Color="Color.Primary"
OnClick="@ToggleMinimized" />
</div>
}
else
@@ -0,0 +1,8 @@
@namespace DeepDrftPublic.Client.Controls.AudioPlayerBar
<div class="lmf-root @_bandClass">
<MudFab Color="Color"
StartIcon="@Icons.Material.Filled.MusicNote"
Size="Size"
OnClick="OnClick"/>
</div>
@@ -0,0 +1,150 @@
using DeepDrftPublic.Client.Services;
using Microsoft.AspNetCore.Components;
using MudBlazor;
namespace DeepDrftPublic.Client.Controls.AudioPlayerBar;
public partial class LevelMeterFab : ComponentBase, IAsyncDisposable
{
[Inject] public required AudioInteropService AudioInterop { get; set; }
[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
[Parameter] public EventCallback OnClick { get; set; }
[Parameter] public Size Size { get; set; } = Size.Large;
[Parameter] public Color Color { get; set; } = Color.Primary;
// Level-data reduction tuning (see PLAN-level-meter-fab.md §2/§4). The three
// band boundaries below are the spec contract; the attack/release coefficients
// and silence floor are by-ear tuning values.
private const double AttackCoefficient = 0.6; // fast rise toward a louder reading
private const double ReleaseCoefficient = 0.15; // slow decay so the tint doesn't strobe
private const double SilenceFloorDb = -80.0; // matches the analyzer's normalization window
private const double GreenCeilingDb = -18.0; // ≤ this → green
private const double YellowCeilingDb = -6.0; // ≤ this → yellow; above → orange
private readonly string _instanceId = Guid.NewGuid().ToString();
private bool _isAnimating;
private string? _playerId;
private IStreamingPlayerService? _subscribedService;
private double _smoothedDb = SilenceFloorDb;
private string _bandClass = string.Empty;
protected override async Task OnParametersSetAsync()
{
// The cascade is IsFixed, so the provider's re-renders do NOT re-run
// OnParametersSet here. Subscribe to the multicast StateChanged side-channel
// so animation state stays correct independent of parent re-renders —
// notably when the bar minimizes while a track is already playing.
if (PlayerService != null && !ReferenceEquals(PlayerService, _subscribedService))
{
if (_subscribedService != null)
_subscribedService.StateChanged -= OnPlayerStateChanged;
PlayerService.StateChanged += OnPlayerStateChanged;
_subscribedService = PlayerService;
}
if (_playerId == null && PlayerService is AudioPlayerService baseService)
{
_playerId = baseService.PlayerId;
}
await UpdateAnimationState();
}
private void OnPlayerStateChanged() => InvokeAsync(async () =>
{
if (_playerId == null && PlayerService is AudioPlayerService baseService)
{
_playerId = baseService.PlayerId;
}
await UpdateAnimationState();
});
private async Task UpdateAnimationState()
{
if (string.IsNullOrEmpty(_playerId) || PlayerService == null) return;
var shouldAnimate = PlayerService.IsPlaying;
if (shouldAnimate && !_isAnimating)
{
await StartAnimation();
}
else if (!shouldAnimate && _isAnimating)
{
await StopAnimation();
}
}
private async Task StartAnimation()
{
if (_isAnimating || string.IsNullOrEmpty(_playerId)) return;
_isAnimating = true;
_smoothedDb = SilenceFloorDb;
await AudioInterop.StartSpectrumAnimationAsync(_playerId, _instanceId, OnLevelData);
}
private async Task StopAnimation()
{
if (!_isAnimating || string.IsNullOrEmpty(_playerId)) return;
_isAnimating = false;
await AudioInterop.StopSpectrumAnimationAsync(_playerId, _instanceId);
// Revert to idle untinted; CSS eases the color back over 120ms.
if (_bandClass.Length > 0)
{
_bandClass = string.Empty;
await InvokeAsync(StateHasChanged);
}
}
private Task OnLevelData(double[] buckets)
{
if (buckets.Length == 0) return Task.CompletedTask;
// Peak reads more responsively than mean for a "hot signal" indicator.
var peak = 0.0;
foreach (var bucket in buckets)
{
if (bucket > peak) peak = bucket;
}
// Inverse of SpectrumAnalyzer's normalization: value = (clampedDb + 80) / 80.
var instantDb = peak * 80.0 - 80.0;
// Attack-fast / release-slow envelope so the tint doesn't strobe at 30fps.
var coefficient = instantDb > _smoothedDb ? AttackCoefficient : ReleaseCoefficient;
_smoothedDb += (instantDb - _smoothedDb) * coefficient;
var band = BandFor(_smoothedDb);
if (band != _bandClass)
{
_bandClass = band;
InvokeAsync(StateHasChanged);
}
return Task.CompletedTask;
}
private static string BandFor(double db) => db switch
{
<= GreenCeilingDb => "lmf-green",
<= YellowCeilingDb => "lmf-yellow",
_ => "lmf-orange"
};
public async ValueTask DisposeAsync()
{
if (_subscribedService != null)
{
_subscribedService.StateChanged -= OnPlayerStateChanged;
_subscribedService = null;
}
await StopAnimation();
}
}
@@ -0,0 +1,27 @@
:root {
--lmf-green: #2ECC71;
--lmf-yellow: #F4C430;
--lmf-orange: #FF6B35;
}
/* The wrapper div is the isolation anchor; MudFab wraps the glyph in its own
markup, so the band tint reaches the rendered SVG via :deep(). currentColor
on the idle (no-band) state inherits MudFab's Color.Primary contrast text. */
.lmf-root :deep(svg) {
transition: color 120ms ease-out;
}
.lmf-green :deep(svg) {
color: var(--lmf-green);
filter: drop-shadow(0 0 6px rgba(46, 204, 113, 0.45));
}
.lmf-yellow :deep(svg) {
color: var(--lmf-yellow);
filter: drop-shadow(0 0 6px rgba(244, 196, 48, 0.45));
}
.lmf-orange :deep(svg) {
color: var(--lmf-orange);
filter: drop-shadow(0 0 6px rgba(255, 107, 53, 0.45));
}