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Rebuild front end in TypeScript with a pager, crossfades and reactive visuals
The front end moves to web/ (Vite, TypeScript, no framework) and is built into web/dist, which the server embeds. hls.js is bundled from npm and loaded on demand instead of vendored. The feed is a custom pager instead of CSS scroll snapping: drag and flick with a spring that keeps the finger's speed, a rubber band at the ends, one page per wheel or trackpad gesture, and only three cards in the DOM. Playback uses two decks. The next track is buffered shortly after the current one starts and tracks crossfade through a Web Audio graph; on iOS, where that would break lock-screen playback, they switch with a cut. An analyser drives a bass pulse of the artwork and its glow, and each card takes its accent colour from the artist image. Styles start from design tokens and respect reduced motion. Docker gets a Node build stage; legal pages use their own small stylesheet.
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// Per-frame visuals of the playing card: waveform progress, and a bass level that
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// the stylesheet turns into a pulse of the artwork and a glow (`--energy`, 0..1).
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// The level comes from the analyser where audio runs through Web Audio, otherwise
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// from the track's waveform at the current position.
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import type { Card } from "./cards";
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import type { Player } from "./player";
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export class Visualizer {
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private raf = 0;
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private bins: Uint8Array<ArrayBuffer> | null = null;
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private level = 0;
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private peak = 0.3;
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private card: Card | null = null;
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private reduced = matchMedia("(prefers-reduced-motion: reduce)");
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constructor(private player: Player) {
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document.addEventListener("visibilitychange", () => (document.hidden ? this.stop() : this.start()));
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}
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/// Follow `card` from now on.
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attach(card: Card | null): void {
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if (this.card && this.card !== card) this.card.el?.style.setProperty("--energy", "0");
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this.card = card;
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this.start();
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}
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start(): void {
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if (!this.raf && !document.hidden) this.raf = requestAnimationFrame(this.frame);
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}
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stop(): void {
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cancelAnimationFrame(this.raf);
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this.raf = 0;
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}
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private frame = () => {
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this.raf = 0;
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const card = this.card;
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const a = this.player.audio;
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if (!card) return;
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const progress = a.duration ? a.currentTime / a.duration : 0;
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card.drawWave(progress);
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if (!this.reduced.matches) {
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const raw = a.paused ? 0 : this.bass(card, progress);
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// Fast attack, slow release, against a slowly falling peak: kicks stand out
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// the same whether a track is mastered loud or quiet.
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this.level += (raw - this.level) * (raw > this.level ? 0.55 : 0.12);
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this.peak = Math.max(this.peak * 0.997, this.level, 0.2);
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const energy = Math.max(0, (this.level / this.peak - 0.35) / 0.65);
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card.el?.style.setProperty("--energy", energy.toFixed(3));
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}
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// Keep running while playing; one last frame after a pause lets the glow fade.
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if (!a.paused || this.level > 0.01) this.raf = requestAnimationFrame(this.frame);
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};
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private bass(card: Card, progress: number): number {
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const an = this.player.analyser;
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if (!an || !this.player.mixing) return card.loudnessAt(progress) * 0.8;
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if (this.bins?.length !== an.frequencyBinCount) this.bins = new Uint8Array(an.frequencyBinCount);
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an.getByteFrequencyData(this.bins);
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// Bins up to ~150 Hz: kick and sub.
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const hz = an.context.sampleRate / an.fftSize;
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const top = Math.max(2, Math.round(150 / hz));
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let sum = 0;
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for (let i = 1; i <= top; i++) sum += this.bins[i];
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return sum / top / 255;
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}
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}
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