perf(web): instant skips via gapless handoff to a pre-buffered element

Reintroduce the two-element handoff, this time as a skip-speed optimization
(not for the OS tile). A second <audio> element pre-buffers the next track;
on a forward skip playCurrent hands playback over to it instead of reloading
the source, so playback starts immediately instead of ~1s. Covers are
pre-warmed in parallel so the new artwork is ready too.

Listeners are bound to both elements once (handlers guard with el !== S.audio).
Safety: handoff only when the standby is buffered (readyState >= 2); otherwise
falls back to the unchanged source-swap path, and a failed handoff play()
recovers with a fresh source load. Web-only; the native bridge path is untouched.

Note: this does not change the OS media-tile flicker (a separate, MSE-only fix).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
HoneyandClaude Opus 4.8 committed 2026-06-27 11:17:16 +02:00
1 parent be73f717ac
commit 46e252b494
3 files changed
+94 -49

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+1
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@@ -742,6 +742,7 @@
<div class="toast-container" id="toast-container"></div>
<audio id="audio-element" preload="auto" playsinline crossorigin="anonymous"></audio>
<audio id="audio-element-b" preload="auto" playsinline crossorigin="anonymous"></audio>
<audio id="preview-audio"></audio>
<audio id="abs-audio"></audio>
+46 -35
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@@ -122,6 +122,10 @@ window.addEventListener('load', () => {
// Wire up audio elements from DOM
S.audio = document.getElementById('audio-element');
const _audioB = document.getElementById('audio-element-b');
// Two fixed audio elements for instant skips — S.audio always points at the active one,
// the other pre-buffers the next track so a skip can hand off to it without reloading.
S._audioEls = _audioB ? [S.audio, _audioB] : [S.audio];
S.previewAudio = document.getElementById('preview-audio');
const saved = localStorage.getItem('ns_cfg');
@@ -134,44 +138,51 @@ window.addEventListener('load', () => {
if(window.NS_SERVER_URL?.trim()) { const el=document.getElementById('srv-url'); if(el&&!el.value) el.value=window.NS_SERVER_URL.trim(); }
document.getElementById('srv-pass').addEventListener('keydown', e => { if(e.key==='Enter') doConnect(); });
S.audio.addEventListener('timeupdate', updateProgress);
S.audio.addEventListener('ended', onEnded);
S.audio.addEventListener('play', () => {
S._trackChanging = false;
absInterrupt();
if (S.previewCurrent) stopPreview(false);
setPlayIcon(true);
document.getElementById('player-art').classList.add('spinning');
if(navigator.mediaSession) navigator.mediaSession.playbackState = 'playing';
});
S.audio.addEventListener('pause', () => {
setPlayIcon(false);
document.getElementById('player-art').classList.remove('spinning');
// Suppress during track change — src swap fires pause before the new track starts
if(!S._trackChanging && navigator.mediaSession) navigator.mediaSession.playbackState = 'paused';
});
// Listeners are bound to BOTH audio elements so a skip can hand off to the pre-buffered
// one with no rebinding. Handlers that only apply to the playing element guard with
// `el !== S.audio` (the idle standby element must not affect UI/recovery).
let _errRetries = 0, _errTimer = null;
function bindAudioEl(el) {
el.addEventListener('timeupdate', updateProgress);
el.addEventListener('ended', onEnded);
el.addEventListener('play', () => {
S._trackChanging = false;
absInterrupt();
if (S.previewCurrent) stopPreview(false);
setPlayIcon(true);
document.getElementById('player-art').classList.add('spinning');
if(navigator.mediaSession) navigator.mediaSession.playbackState = 'playing';
});
el.addEventListener('pause', () => {
if (el !== S.audio) return; // ignore the idle standby element during a handoff
setPlayIcon(false);
document.getElementById('player-art').classList.remove('spinning');
// Suppress during track change — src swap fires pause before the new track starts
if(!S._trackChanging && navigator.mediaSession) navigator.mediaSession.playbackState = 'paused';
});
// stalled = browser buffer ran out briefly; let the browser retry naturally.
el.addEventListener('play', () => { _errRetries = 0; clearTimeout(_errTimer); }, { capture: true });
el.addEventListener('error', () => {
if (el !== S.audio) return; // standby/preload errors must not disrupt active playback
// Skip if playCurrent() is already handling recovery (_trackChanging = true means
// we're mid-transition or waiting for canplay — don't conflict with that)
if(!S.queue[S.qIdx] || S._trackChanging) return;
_errRetries++;
const delay = Math.min(1000 * Math.pow(2, _errRetries - 1), 8000); // 1s, 2s, 4s, 8s
clearTimeout(_errTimer);
_errTimer = setTimeout(() => {
if(!S.queue[S.qIdx] || S._trackChanging) return;
S._trackChanging = true;
S.audio.load();
S.audio.play().catch(() => { S._trackChanging = false; });
}, delay);
});
}
S._audioEls.forEach(bindAudioEl);
S.previewAudio.addEventListener('timeupdate', updatePreviewProgress);
S.previewAudio.addEventListener('ended', stopPreview);
// stalled = browser buffer ran out briefly; let the browser retry naturally.
// The watchdog below catches genuine long freezes.
let _errRetries = 0, _errTimer = null;
S.audio.addEventListener('play', () => { _errRetries = 0; clearTimeout(_errTimer); }, { capture: true });
S.audio.addEventListener('error', () => {
// Skip if playCurrent() is already handling recovery (_trackChanging = true means
// we're mid-transition or waiting for canplay — don't conflict with that)
if(!S.queue[S.qIdx] || S._trackChanging) return;
_errRetries++;
const delay = Math.min(1000 * Math.pow(2, _errRetries - 1), 8000); // 1s, 2s, 4s, 8s
clearTimeout(_errTimer);
_errTimer = setTimeout(() => {
if(!S.queue[S.qIdx] || S._trackChanging) return;
S._trackChanging = true;
S.audio.load();
S.audio.play().catch(() => { S._trackChanging = false; });
}, delay);
});
const _savedVol = parseInt(localStorage.getItem('ns_volume') ?? '', 10);
setVolume(isNaN(_savedVol) ? 55 : _savedVol);
+47 -14
View File
@@ -276,10 +276,19 @@ function _setAudioSession() {
try { if(navigator.audioSession) navigator.audioSession.type = 'playback'; } catch {}
}
// ─── PRELOAD — shadow Audio element actually buffers the next track ──────────
let _preUrl = '';
let _preId = '';
let _preAudio = null;
// ─── PRELOAD — the standby audio element buffers the next track ──────────────
// Buffering into the *standby* element (not a throwaway) lets a skip hand playback over to
// it instantly — no source reload, no ~1s wait. Covers are pre-warmed in parallel so the
// new artwork is ready too. Falls back to a source-swap when the next track isn't preloaded.
let _preUrl = '';
let _preId = '';
/** The audio element that is NOT currently active (or null if there's only one). */
function _standbyEl() {
const els = S._audioEls;
if (!els || els.length < 2) return null;
return els.find(e => e !== S.audio) || null;
}
function _nextIdx() {
if(S.repeat === 'one') return S.qIdx;
@@ -294,13 +303,12 @@ function _preloadNext() {
if(ni < 0) return;
const next = S.queue[ni];
if(!next || _preId === next.id) return;
const standby = _standbyEl();
if(!standby) return;
_preId = next.id;
_preUrl = streamUrl(next.id);
// Real Audio preload — actually buffers the stream so canplay fires instantly
if(_preAudio) { _preAudio.src = ''; _preAudio = null; }
_preAudio = new Audio();
_preAudio.preload = 'auto';
_preAudio.src = _preUrl;
standby.src = _preUrl; // preload="auto" → buffers the stream so a handoff plays instantly
try { standby.load(); } catch {}
if(next.coverArt) {
[256, 512, 1024].forEach(size => {
const img = new Image();
@@ -311,7 +319,8 @@ function _preloadNext() {
function _clearPreload() {
_preId = ''; _preUrl = '';
if(_preAudio) { _preAudio.src = ''; _preAudio = null; }
const standby = _standbyEl();
if(standby) { try { standby.pause(); standby.removeAttribute('src'); standby.load(); } catch {} }
}
// ─── PLAY HISTORY (for prev-in-shuffle) ──────────────────────────────────────
@@ -397,10 +406,6 @@ export function playCurrent() {
renderQueue();
_scheduleScrobble(s.id, s.duration);
const src = (_preId === s.id && _preUrl) ? _preUrl : streamUrl(s.id);
_clearPreload();
S.audio.src = src;
const _resetFlag = () => { if (_playGen === gen) S._trackChanging = false; };
const _applySession = () => {
@@ -409,6 +414,34 @@ export function playCurrent() {
setTimeout(_preloadNext, 2000);
};
// ── Instant skip: if the standby element already buffered THIS track, hand playback over
// to it (no source reload → no ~1s wait). The new title/cover were already set above. ──
const standby = _standbyEl();
if (standby && _preId === s.id && standby.readyState >= 2) {
const old = S.audio;
standby.currentTime = 0;
standby.volume = old.volume; standby.muted = old.muted; standby.playbackRate = old.playbackRate || 1;
S.audio = standby; // the active element is now the preloaded one
_preId = ''; _preUrl = '';
try { old.pause(); } catch {} // 'pause' is ignored for the now-inactive element
_setAudioSession();
S.audio.play()
.then(() => { S._trackChanging = false; _applySession(); })
.catch(() => {
// Handoff playback failed — recover with a fresh source load on this element.
if (_playGen !== gen) return;
S.audio.src = streamUrl(s.id);
try { S.audio.load(); } catch {}
S.audio.play().then(() => { S._trackChanging = false; _applySession(); }).catch(_resetFlag);
});
return;
}
// ── Fallback: classic source swap on the current element (unchanged) ──
const src = (_preId === s.id && _preUrl) ? _preUrl : streamUrl(s.id);
_clearPreload();
S.audio.src = src;
let _guardTimer = null;
let _canplayFn = null;