perf(visualizer): write bar data at ~10fps
Each Solid setBarData costs a renderer diff pass. Cava already smooths (noise reduction + peak release), so 3 of every 4 frames now update only the pipeline; the UI signal writes at >=95ms intervals.
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@@ -344,6 +344,7 @@ function createVisualizerStore(): VisualizerStore {
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// ── Render loop (called at ~30fps) ─────────────────────────────────
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// ── Render loop (called at ~30fps) ─────────────────────────────────
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let lastBarWriteAt = 0;
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const renderFrame = () => {
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const renderFrame = () => {
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if (!cava?.isReady || !sampleBuffer || !pcm) return;
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if (!cava?.isReady || !sampleBuffer || !pcm) return;
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@@ -374,11 +375,17 @@ function createVisualizerStore(): VisualizerStore {
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const count = pcm.readWindow(sampleBuffer, target);
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const count = pcm.readWindow(sampleBuffer, target);
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// Never feed a partial FFT window to cava.
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// Never feed a partial FFT window to cava.
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if (count < sampleBuffer.length) return;
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if (count < sampleBuffer.length) return;
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const output = cava.execute(sampleBuffer);
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const output = cava.execute(sampleBuffer);
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// Write the UI signal at ~10fps, not 30: cava already smooths
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// (noise reduction + peak release), and each Solid write costs a
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// renderer diff pass. 3 of every 4 frames update only the pipeline.
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const nowMs = performance.now();
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if (nowMs - lastBarWriteAt >= 95) {
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lastBarWriteAt = nowMs;
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// Normalize against the running peak and copy to a new array
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// Normalize against the running peak and copy to a new array
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setBarData(scaler(output));
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setBarData(scaler(output));
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}
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// Fresh frames only count once the position clock has MOVED from
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// Fresh frames only count once the position clock has MOVED from
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// the resume point: while the player is still re-buffering after a
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// the resume point: while the player is still re-buffering after a
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// long pause, the cache serves the same window and the spinner must
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// long pause, the cache serves the same window and the spinner must
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41
tests/visualizer-throttle.test.ts
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41
tests/visualizer-throttle.test.ts
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@@ -0,0 +1,41 @@
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/** bars signal writes are throttled to ~10fps; the render loop still runs 30fps. */
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import { test, expect } from "bun:test"
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import { join } from "path"
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import { tmpdir } from "os"
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process.env.XDG_CONFIG_HOME = join(tmpdir(), `podtui-th-${process.pid}`)
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process.env.XDG_DATA_HOME = join(tmpdir(), `podtui-th-data-${process.pid}`)
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process.env.PODTUI_AUDIO_BACKEND = "none"
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const { useVisualizer } = await import("../src/stores/visualizer")
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const { setCurrentEpisode, setIsPlaying, setPosition } = await import("../src/utils/audio-signals")
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import type { Episode } from "../src/types/episode"
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const wavPath = "/tmp/podtui-pause-cycle.wav"
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const skip = !(Bun.which("ffmpeg") && Bun.file(wavPath).exists())
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test.skipIf(skip)("barData updates at ~10fps while the loop runs at 30fps", async () => {
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const viz = useVisualizer()
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viz.setBarCount(64)
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viz.setFocused(true)
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setCurrentEpisode({ audioUrl: wavPath } as unknown as Episode)
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setIsPlaying(true)
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setPosition(5)
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for (let i = 0; i < 200 && !(viz.barData().length > 0); i++) await Bun.sleep(25)
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let writes = 0
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let prev = viz.barData()
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// count distinct array references the signal produced over 1s
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const check = setInterval(() => {
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const cur = viz.barData()
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if (cur !== prev) {
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writes++
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prev = cur
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}
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}, 16)
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await Bun.sleep(1000)
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clearInterval(check)
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console.log(`barData writes in 1s: ${writes} (30fps loop would be ~15-20 distinct seen at 16ms sampling)`)
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expect(writes).toBeGreaterThan(3)
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expect(writes).toBeLessThanOrEqual(14)
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}, 30_000)
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