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perf(tuner): idle the always-on tuner viz rAF when there's no signal (#647)
The v3 home tuner card runs continuously, and every tuner visualization drove a self-rescheduling 60fps requestAnimationFrame loop that never stopped — pinning a renderer core even on a silent home screen with the needle/strobe at rest. Make each viz idle its loop once there's nothing left to animate, and re-kick it from update() on the next reading that actually moves it: - analogue-gauge: stop when the needle + drum strip have settled on their targets (|target-current| below a sub-visible epsilon); restart when a new reading moves the target. - strobe / mace-fx-iii / chef-mt3: stop when there's no live signal and the strobe drift (and glow fade) have fully decayed; restart on the next note. - toilet-tuner: stop when silent and the plunger has eased back to centre; restart on the next reading (guarded so repeated no-signal updates don't re-kick a parked loop). Active tuning is unchanged — the loop runs whenever a note is sounding or the indicator is still moving. Bumps tuner 1.3.1 -> 1.3.2. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
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commit
a732e1f9d2
@@ -18,6 +18,8 @@
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// ── Constants ─────────────────────────────────────────────────────
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var _TUNER_LABEL_H = 12; // px height of each drum label
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var _TUNER_NEEDLE_HALF_SWEEP = 90; // degrees — ±50 cents = horizontal (180° apart)
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var _SETTLE_A = 0.05; // deg — needle "settled" threshold (sub-visible)
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var _SETTLE_Y = 0.1; // px — drum-strip "settled" threshold
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var _TUNER_IN_TUNE_THRESHOLD = 2;
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var _TUNER_STRIP_START_MIDI = 14; // ~18 Hz — covers 20 Hz minimum
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var _TUNER_STRIP_END_MIDI = 84; // ~1047 Hz C6
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@@ -321,9 +323,34 @@
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currentAngle += (targetAngle - currentAngle) * lf;
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_setNeedle(currentAngle);
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// Stop once the needle has settled on its target — a static needle
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// needs no repaint. update() re-kicks the loop when a new reading
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// moves the target, so this idles the always-on tuner (no signal /
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// steady pitch) instead of pinning a core at 60 fps forever.
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if (Math.abs(targetDrumY - currentDrumY) <= _SETTLE_Y
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&& Math.abs(targetAngle - currentAngle) <= _SETTLE_A) {
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currentDrumY = targetDrumY; currentAngle = targetAngle;
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freqStrip.style.transform = 'translateY(' + currentDrumY + 'px)';
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noteStrip.style.transform = 'translateY(' + currentDrumY + 'px)';
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_setNeedle(currentAngle);
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rafId = null;
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return;
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}
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rafId = requestAnimationFrame(_animate);
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}
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// Restart the loop only when there's actually something to animate toward
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// (a new target). Reset lastTime so the first frame after an idle gap
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// doesn't take one big easing step.
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function _kick() {
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if (rafId === null
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&& (Math.abs(targetDrumY - currentDrumY) > _SETTLE_Y
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|| Math.abs(targetAngle - currentAngle) > _SETTLE_A)) {
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lastTime = performance.now();
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rafId = requestAnimationFrame(_animate);
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}
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}
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rafId = requestAnimationFrame(_animate);
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// ── Public API ────────────────────────────────────────────────
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@@ -360,6 +387,7 @@
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bulbEl.style.backgroundColor = '#2a1010';
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bulbEl.style.border = '2px solid #4a2020';
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bulbEl.style.boxShadow = 'none';
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_kick(); // animate back to rest, then the loop self-stops
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return;
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}
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@@ -376,6 +404,7 @@
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bulbEl.style.border = '2px solid #4a2020';
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bulbEl.style.boxShadow = 'none';
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}
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_kick(); // a new reading moved the target → run until it settles
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}
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function destroy() {
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