feat(web): crossfade between tracks (Tier C11)
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Operator-tunable 0-12s crossfade in Settings → Playback. Default 0 (off). Most albums sound best at 0 — gapless masters, classical, and live recordings all suffer noticeable crossfades. Implementation: pure-function position-derived volume scalar. `deriveFadeScalar(position, duration, crossfadeSec)` ramps from 0 to 1 over the leading X seconds, 1 to 0 over the trailing X seconds, and stays at 1 in between. Tracks shorter than 2X don't fade. The layout's audio-volume effect now multiplies player.volume by the fade scalar — no timers, no AudioContext, no element swapping. Re-renders at the ~4Hz `timeupdate` cadence give 16 discrete steps over a 4s fade, audibly close to smooth. Smoothing to per-frame ramps via rAF is a follow-up if needed. Setting persists to localStorage as `minstrel.crossfade` (matches the existing volume-storage convention). Tests cover the pure derivation (off, too-short track, fade-in, fade-out) + clamp/persist on setCrossfade + invalid-input recovery on readStoredCrossfade.
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@@ -10,6 +10,10 @@ export type PlayerState = 'idle' | 'loading' | 'playing' | 'paused' | 'error';
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export type RepeatMode = 'off' | 'all' | 'one';
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const VOLUME_KEY = 'minstrel.volume';
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const CROSSFADE_KEY = 'minstrel.crossfade';
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const CROSSFADE_MIN = 0;
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const CROSSFADE_MAX = 12;
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export function readStoredVolume(): number {
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const raw = storage.read(VOLUME_KEY);
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@@ -19,12 +23,43 @@ export function readStoredVolume(): number {
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return 1;
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}
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export function readStoredCrossfade(): number {
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const raw = storage.read(CROSSFADE_KEY);
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if (raw == null) return 0;
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const n = Number(raw);
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if (Number.isFinite(n) && n >= CROSSFADE_MIN && n <= CROSSFADE_MAX) {
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return Math.round(n);
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}
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return 0;
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}
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// Pure-function: maps (position, duration, crossfadeSec) → volume scalar
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// in [0,1]. Outside the crossfade windows it's 1. In the leading X
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// seconds: position/X (fade-in). In the trailing X seconds:
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// (duration-position)/X (fade-out). Tracks shorter than 2X don't fade.
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export function deriveFadeScalar(
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position: number,
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duration: number,
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crossfadeSec: number
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): number {
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if (crossfadeSec <= 0 || duration <= 0) return 1;
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if (duration < crossfadeSec * 2) return 1;
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if (position < crossfadeSec) {
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return Math.max(0, Math.min(1, position / crossfadeSec));
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}
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if (duration - position < crossfadeSec) {
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return Math.max(0, Math.min(1, (duration - position) / crossfadeSec));
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}
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return 1;
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}
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let _queue = $state<TrackRef[]>([]);
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let _index = $state(0);
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let _state = $state<PlayerState>('idle');
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let _position = $state(0);
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let _duration = $state(0);
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let _volume = $state(readStoredVolume());
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let _crossfadeSec = $state(readStoredCrossfade());
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let _shuffle = $state(false);
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let _repeat = $state<RepeatMode>('off');
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let _error = $state<string | null>(null);
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@@ -59,6 +94,7 @@ export const player = {
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get position() { return _position; },
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get duration() { return _duration; },
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get volume() { return _volume; },
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get crossfadeSec() { return _crossfadeSec; },
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get shuffle() { return _shuffle; },
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get repeat() { return _repeat; },
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get error() { return _error; },
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@@ -166,6 +202,12 @@ export function setVolume(v: number): void {
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storage.write(VOLUME_KEY, String(clamped));
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}
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export function setCrossfade(sec: number): void {
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const clamped = Math.max(CROSSFADE_MIN, Math.min(CROSSFADE_MAX, Math.round(sec)));
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_crossfadeSec = clamped;
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storage.write(CROSSFADE_KEY, String(clamped));
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}
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// Last non-zero volume captured so the M shortcut can toggle to silent
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// then restore. Set lazily on the first toggle and on any setVolume
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// that's non-zero. Default 0.5 keeps unmute usable even if the user
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