Back to the plain bold title, the drawn waveform and the system font from
before the metal look. The spiky drop and its glow, the pre-blurred
backgrounds, the --energy fix, ?debug=drop and the desktop layout stay.
A distance transform turns the glyphs and waveform bars into a height field
with bevelled edges and some depth, and a shader lights them as metal: a
studio of softboxes, a dark horizon and the card's colour and art as the
floor, colour split at steep edges, a key light that follows the pointer
(drifts on phones) and flares on kicks, and a sweep over each new title.
One offscreen context serves every plate. The title turns slightly towards
the pointer. Display text uses Bruno Ace SC, bundled; "simple" visuals keep
plain text and the drawn waveform.
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.