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Phase 9 — 8.K: Mix Visualizer Redesign (Design Spec)

Status: design-complete, post-Phase-9. Author: product-designer. Date: 2026-06-13 (interview answers captured 2026-06-13). Out of Phase-9-completion scope — Phase 9 closes without this. This is an implementation-ready spec; a future wave can be dispatched straight from it. No code has been written by this doc.

Cross-references: PLAN.md §9.8 (Wave 8 entry, 8.K — marked post-Phase-9), product-notes/phase-9-wave-8-remediation.md §4, product-notes/phase-9-release-medium-types.md §5.4 (the original MixWaveformVisualizer design), DeepDrftAPI/Services/UnifiedReleaseService.cs (the MixWaveformBucketCount = 2048 compute), DeepDrftContent/Processors/WaveformProfileService.cs (the datum compute + storage).


Purpose

Daniel wants the Mix Visualizer completely redesigned from the current static silhouette into a scrolling, playback-coupled waveform — a musical score going by, bit by bit. He was interviewed before any design was committed; this document is the captured result. It is a finished spec, not a question set.

One-line brief: a windowed segment of the mix's waveform, showing only the currently-playing region, scrolling bottom-to-top, coupled to playback, zoom-coupled to apparent scroll speed, rendered as a theme-aware glassy lava-lamp background element, strictly read-only.


Current implementation (grounded, read 2026-06-13)

What exists today, so the redesign is anchored in the real starting point:

  • Component: MixWaveformVisualizer.razor + .razor.cs in DeepDrftPublic.Client/Controls/.
  • What it renders today: a static full-viewport background. It fetches a stored loudness profile (WaveformProfileDto, base64 loudness bytes [0,255]) via IReleaseDataService.GetMixWaveform(releaseId), and builds one closed SVG silhouette path — a vertically mirrored continuous wave around the horizontal midline, stretched across the full viewport via preserveAspectRatio="none". A single still shape; it does not move.
  • Layout: full-page background behind the Mix detail content — MixDetail.razor places <MixWaveformVisualizer> behind a .mix-detail-foreground stacking layer.
  • Played-portion wash: a <rect> clipped to the silhouette, width = PlaybackPosition * width, washes the played portion. PlaybackPosition is a normalized [0,1] input.
  • Inert seek seam: OnSeek callback + two-way PlaybackPosition binding exist but click-to-seek is not wired. This seam is now dropped from the design — see §D (the redesign is read-only).
  • Data: the profile is the high-resolution Mix datum — a fixed 2048-bucket loudness profile (UnifiedReleaseService.MixWaveformBucketCount = 2048), computed server-side at upload from the track's WAV (WaveformProfileService.ComputeAndStoreAsync) and stored in the mix-waveforms vault keyed by the track's EntryKey. Crucially: the bucket count is fixed at 2048 regardless of mix length — a 3-minute mix and a 90-minute mix both get exactly 2048 buckets. This is the load-bearing constraint for §F.
  • Design boundary (from §5.4): deliberately NOT the player-bar peak-bar idiom (SpectrumVisualizer / LevelMeterFab). Those own the player bar; the Mix visualizer has its own visual language. That boundary holds in the redesign.

A. Motion model

The waveform scrolls like a musical score going by, bit by bit. It is a windowed segment showing only the currently-playing regionnot the whole mix laid out and scrolled through, and not an ambient free-running animation. The window is a moving slice of the mix centered on (or anchored to) the playhead.

  • Coupled to playback. The scroll exists because the track is playing. Scroll position = playback position. When playback pauses, the scroll holds (see §E for the idle/backgrounded behavior). When nothing is playing, there is no scroll — the panel shows a still slice (or the at-rest window at position 0).
  • Direction: bottom-to-top (scrolling up). New audio enters from the bottom and flows upward; already-played audio exits off the top. This is fixed — confirmed intent, not a parameter.
  • "Now" anchor. Because the window shows only the currently-playing region, the playhead sits at a fixed line within the window and the waveform flows past it. Recommendation: place "now" at or near the vertical center of the visible window, so the listener sees a short lead-in (audio about to play, below center) and a short trail-out (just-played audio, above center). This reads most like a score going by. (A top-anchored "now" line — everything visible is unplayed, flowing up to meet a line at the top — is the alternative; center is the recommended default for the lava-lamp feel. Tunable.)
  • Start and end of the mix. At the very start, the window scrolls in from a partially-empty state (no audio below the lead-in yet); at the very end, it scrolls out to empty as the trail-out exits the top. No looping, no hold-and-repeat — it begins and ends with the audio.

B. Zoom / resolution coupling — the Guitar Hero model

Mental model (b), confirmed: zoom controls how short a time-span fills the screen. Zoomed in = a shorter span of audio occupies the full window height, so at a constant playback rate the audio traverses the window faster → faster apparent scroll. Zoomed out = a longer span fills the window → slower apparent scroll. Daniel's analogy: Guitar Hero — higher difficulty is more "zoomed in," notes appear and move faster.

This is a single coupled dimension: one zoom control drives both the visible time-span and (as a consequence) the apparent scroll speed. There is no independent speed control — speed is a function of zoom and the (fixed) playback rate.

The hard anchor (load-bearing)

At maximum zoom (fastest), exactly one quarter note is visible at 180 BPM.

  • One quarter note at 180 BPM = 60 / 180 s = 0.333 s (333 ms) of audio.
  • So the most-zoomed window shows ~333 ms of audio, top to bottom.

This anchors the fast end of the zoom range precisely. The slow end (minimum zoom — how much of the mix is visible at most) is tunable; see the recommended default range below.

Daniel asked for a smart, aesthetically-pleasing default guess from current UI trends, range to be tuned later. Recommendation:

  • Max zoom (anchor): visible window = 0.333 s (1 quarter note @ 180 BPM). This is the floor of the time-span range.
  • Min zoom (default guess): visible window = ~30 s. A 30-second window scrolling up gives a calm, readable "structure of the mix" view — you can see phrase-level shape without it feeling static. (For reference: at 30 s the apparent scroll is ~90× slower than at the 0.333 s max-zoom end.)
  • Default opening zoom: ~812 s visible. Open the panel at a mid-calm zoom — enough motion to read as alive (a lava lamp, not a frozen image), not so fast it reads as frantic. Recommend 10 s as the default opening window. This is the "you glance at it and it's pleasantly drifting" setting.
  • Visible-window time-span range, then: 0.333 s → 30 s (a ~90× range), default open at 10 s.

These are starting numbers chosen for feel; Daniel can tune the min-zoom ceiling and default opening window once it's on screen. The max-zoom 0.333 s anchor is fixed (it's a stated requirement), and it is what drives the datum-resolution analysis in §F.

Slider persistence and default

  • Default: open every Mix at the default opening zoom (~10 s window) — see above.
  • Persistence (recommendation): persist the slider position within a listening session (so scrubbing zoom on one mix carries to the next mix opened in the same session) but reset to default on a fresh page load. This avoids a confusing "why is this mix zoomed weird" on return without making the control feel forgetful mid-session. Low-stakes; tunable. (Cookie/localStorage if cross-session persistence is later wanted.)

C. Aesthetics — lava lamp, not test equipment

Purely style and pleasure. This is a theming/background element, not an informational readout. The goal is hypnotic/ambient — something you can stare at — not "read the structure of the mix." If a choice trades legibility-of-structure for beauty-of-motion, take beauty.

  • Theme-aware gradients. The fill uses the active palette — "Charleston in the Day" (light) / "Lowcountry Summer Nights" (dark) — as gradients, not flat color. It must respond to the dark-mode toggle live (the same DarkModeSettings cascade the rest of the client uses). Pull gradient stops from the MudBlazor palette so a palette change carries automatically.
  • Glassy treatment. Frosted/translucent layering — think backdrop blur, soft luminous edges, a sense of depth rather than a hard-edged silhouette. The waveform should feel like lit glass moving behind the content, not a chart.
  • Form of the wave. Keep a filled, flowing shape (the mirrored-silhouette lineage), but rendered as a glassy gradient-filled band rather than a solid silhouette. High-resolution here means smooth (no visible stair-stepping at any zoom), not detailed-as-data. The wave is a luminous ribbon flowing upward.
  • Played vs. unplayed. In a windowed, score-going-by model, "played" is simply "already scrolled off the top." There is no separate played-portion wash like today's clipped rect — the motion itself encodes progress. (Optionally, a subtle luminosity gradient across the window — brightest at the "now" line, dimming toward the edges — can reinforce the playhead without a hard played/unplayed boundary. Optional polish, not required.)
  • Layout. Stays a full-page background behind the Mix detail content, as today — the detail content (title, metadata, play control) sits over it via the existing .mix-detail-foreground stacking layer. The redesign changes what's in the background, not where it sits.

D. Interaction — strictly read-only

NO SEEKING. The visualizer is strictly read-only. It is a background/theming element, not an interactive control. Drop the inert click-to-seek seam (OnSeek, the two-way PlaybackPosition write-back) from the design — the redesigned component takes playback position as one-way input only and never writes back.

  • No click-to-seek, no scrub, no controls on the panel. The only thing that affects the visualizer is (a) the playback position (input) and (b) the zoom slider — and even the zoom slider is a viewing control, not a playback control.
  • Touch/mobile. No touch gestures for seeking or scrubbing. The visualizer is display-only on mobile. (Whether the zoom slider is exposed on mobile is a layout call — recommend yes, as a small control, since it's the one knob; but it must never become a seek surface.)
  • Reusable/composable, but as a theme element. The panel must remain a reusable, composable component (give it a ReleaseId and a playback-position input, it renders itself — the current component already self-fetches its datum, keep that). But it is integrated as a theme/background element, not an interactive widget. If it's ever embedded elsewhere (a mix card preview, an embed), it's still a read-only flowing backdrop. Design it so it works as a background at full-page size; small- size embedding is a nice-to-have, not a requirement.

Net contract change from today: the component keeps a one-way PlaybackPosition input and a ReleaseId; it loses OnSeek and the two-way write-back; it gains a zoom input (slider-bound) and an internal animation loop.


E. Performance & technical constraints

Daniel is open to the rendering-tech shift the scrolling animation requires — but with a hard constraint: NO TRICKS. Industry-standard patterns only, and comment the code well so Daniel can follow it. This is an explicit implementation constraint, not a preference.

  • Rendering tech. A smooth, continuous bottom-to-top scroll at high resolution is a per-frame animation; the current static SVG path won't animate smoothly. Recommend HTML5 Canvas 2D as the default target: it is the industry-standard, well-documented, legible choice for a single flowing waveform, it handles theme-aware gradients (createLinearGradient) and glassy compositing (globalAlpha, filter: blur() / layered draws) directly, and it is far easier to comment and follow than WebGL. Reserve WebGL only if Canvas 2D can't hold 60fps at the glassy treatment on target devices — and if so, justify the move in a comment, and stay with standard, textbook WebGL (no exotic shader tricks). Default: Canvas 2D.
    • Authoring: follows the existing TypeScript-interop discipline (DeepDrftPublic/Interop/audio/ compiled to wwwroot/js/), one module per responsibility, consistent with the audio stack. The visualizer animation module is new TS; the Blazor component drives it via a thin interop bridge (pass datum + playback position + zoom; the TS owns the requestAnimationFrame loop).
    • No tricks, well-commented: the scroll math (mapping playback time → window offset → which datum samples are visible → screen Y), the zoom→time-span mapping, and the gradient/glass compositing each get clear comments. Daniel must be able to read the module and follow how a quarter-note-at-180-BPM becomes 333ms becomes N visible samples becomes pixels.
  • Frame budget. Target 60fps on desktop, graceful degrade on weaker devices/mobile (drop to a lower internal sample density or a simpler gradient before dropping frames). No hard device floor set; design to degrade, not to break.
  • Streaming interplay. The audio player is a chunked streaming pipeline. The visualizer's datum is a separate, pre-computed, fully-downloaded profile (not derived from the live stream) — so the scroll animation does not depend on decode/buffer state and can run as soon as the datum is fetched and playback position is flowing. It need not react to buffering. (If playback stalls on a buffer underrun, the scroll holds because playback position holds — that falls out naturally from playback-coupling.)
  • Idle / battery. Pause or slow the animation when the mix is paused or the tab is backgrounded, to avoid a CPU-hot idle animation. requestAnimationFrame already naturally throttles in a backgrounded tab; additionally, gate the loop on "is playing" so a paused mix isn't burning frames. This is the standard, no-tricks way to keep it cool.

F. Data / datum resolution — the load-bearing analysis

Daniel's principle: capture at a high enough resolution regardless of content length — a long mix must not be under-sampled by a fixed bucket count. This is a direct challenge to the current datum, which is exactly a fixed bucket count. The question: does the stored datum suffice for the 333ms-at-max-zoom requirement, or does it need to change?

The current datum, measured against the anchor

The Mix datum is a fixed 2048-bucket loudness profile, content-length-agnostic (MixWaveformBucketCount = 2048). So each bucket spans mixDuration / 2048 of audio:

Mix length Seconds per bucket Buckets in a 333 ms max-zoom window
3 min (180 s) 0.088 s ~3.8 buckets
10 min (600 s) 0.293 s ~1.1 buckets
30 min (1800 s) 0.879 s ~0.38 buckets
60 min (3600 s) 1.758 s ~0.19 buckets
90 min (5400 s) 2.637 s ~0.13 buckets

Conclusion: the current fixed-2048 datum fails the requirement for any mix longer than a few minutes. At max zoom the window must render ~333 ms of audio smoothly. To draw a smooth filled curve across the window you want on the order of 60120 sample points in that window. The current datum delivers fractions of a single sample for a typical (1090 min) DJ mix — the max-zoom window would be a flat line or a single interpolated segment. Even a short 3-minute mix gives only ~3.8 buckets in the window — far short of smooth. The fixed bucket count is precisely the under-sampling-of-long-content failure Daniel's principle warns against.

Recommendation: switch to a content-length-aware (constant time-resolution) capture

The stored datum should be captured at a constant time resolution, not a constant bucket count. Instead of "always 2048 buckets," capture "always N samples per second of audio" — so a 90-minute mix gets proportionally more samples than a 3-minute one, and the time-resolution (seconds per sample) is the same regardless of length. This is the direct expression of "high enough resolution regardless of content length."

Target sample density (concrete):

  • The max-zoom window is 333 ms. Target ~100 sample points across that window for a smooth glassy curve → 100 / 0.333 s300 samples/sec.
  • Round to a clean, defensible target: ~333 samples/sec ≈ one sample every 3 ms. (333/sec makes the 333ms window hold exactly ~111 samples — comfortably smooth.)
  • State the target explicitly: capture the Mix loudness datum at ≈ 333 samples/second (≈ 3 ms/sample), constant across all mix lengths.

What that costs (datum size):

Mix length Samples @ 333/s Bytes (1 byte/sample, current quantization)
10 min ~200,000 ~200 KB
30 min ~600,000 ~600 KB
60 min ~1,200,000 ~1.2 MB
90 min ~1,800,000 ~1.8 MB

These are tractable as a one-time downloaded datum (the player already streams multi-megabyte audio; a ~1MB profile fetched once per mix detail page is fine). If size becomes a concern, two standard, no-tricks mitigations:

  1. Cap + floor. Capture at 333/s but cap the absolute sample count for extreme outliers (e.g. cap at ~2M samples ≈ a 100-min mix), accepting slightly-below-target density only past that length.
  2. Tiered / multi-resolution datum (mipmap-style). Store the high-density datum plus a coarse overview (e.g. the existing 2048-bucket profile) and let the renderer pick the right tier for the current zoom — high-density only when zoomed in, coarse when zoomed out. This is the textbook approach (it's how audio editors render waveforms at varying zoom) and stays "industry-standard, no tricks." It also keeps the zoomed-out (30s window) view cheap. Recommended if datum size is a concern; otherwise the single high-density datum is simpler.

Compute-side change (for the future implementation wave): WaveformProfileService.ComputeAndStoreAsync already takes a bucketCount parameter, and UnifiedReleaseService already passes a Mix-specific value (2048). The change is to compute the Mix bucket count from the audio duration (bucketCount = ceil(durationSeconds * 333)) instead of a constant, optionally capped per above. The storage format, vault, wire DTO (WaveformProfileDtoBucketCount + base64 Data), and fetch path do not changeBucketCount simply becomes variable, which the DTO already supports (it's just an int). This is a contained, backward-compatible datum change: existing 2048-bucket mixes still render (coarsely at max zoom); re-running the generate trigger re-captures at the new density. This datum change is part of the 8.K implementation wave, not a Phase 9 deliverable.

Summary of the datum recommendation

  • Current fixed-2048 datum: insufficient for the 333ms-at-max-zoom anchor on any real-length mix.
  • Switch to constant-time-resolution capture at ≈ 333 samples/sec (≈ 3 ms/sample), content-length-aware.
  • Datum size ~1.2 MB for a 60-min mix — tractable; use a tiered/mipmap datum if size or zoomed-out cost matters.
  • No wire/format change — only the bucket count becomes duration-derived and variable.

G. Scope & sequencing

  • Out of Phase-9-completion scope. Phase 9 closes without 8.K. This is a post-Phase-9 implementation wave, dispatchable straight from this spec.
  • This is a data-needs-change, not a replace-in-place. Beyond the new rendering, it requires the datum-resolution change in §F (duration-derived capture). Sequence the datum change first (or together) — the renderer is only as good as the samples it's fed.
  • The three things that drive the build's shape, settle-first order:
    1. Datum resolution (§F) — switch to constant-time-resolution capture. Everything visual depends on having enough samples in the max-zoom window.
    2. Rendering tech (§E) — Canvas 2D (default), TS-interop module owning the rAF loop, well commented, no tricks.
    3. Motion + zoom mapping (§A, §B) — the windowed bottom-to-top scroll and the Guitar-Hero zoom→time-span→apparent-speed coupling, anchored at 333ms max zoom.
  • Read-only (§D) simplifies the build: no seek wiring, no gesture handling — drop the existing inert seam.

This spec is complete enough to dispatch an implementation wave. Open items are tuning knobs (exact min-zoom ceiling, default opening window, "now" anchor position, slider persistence scope, single vs. tiered datum) — none block starting; all are called out inline with recommended defaults.