Merge session-0022: Loading Universe splash + Safari-safe single-element audio + video/audio coupling
Removes the tap-to-start wall (Loading Universe splash instead), fixes audio still silent on real Safari (single <audio> played synchronously in the toggle gesture), both toggles default off, first Video-on couples Audio. Verified Chromium + WebKit. 290 tests + 5 Playwright E2E pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -13,6 +13,16 @@
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> hide), and the soundtrack now plays on Safari/iOS (audio elements unlocked
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> synchronously inside the start gesture). Sections below describe the fuller
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> off/soundtrack/white-noise design; v1 live = off/soundtrack.
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>
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> **Startup revision (session 0022):** the tap-to-start wall is **removed** — the app
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> opens behind a **"Loading Universe…"** splash (shown until all media is preloaded
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> and the experience can run smoothly), then both toggles start **off** (black +
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> silent). Autoplay is satisfied without a wall: a **single** `<audio>` element is
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> played **synchronously inside the toggle's own click** (the reliable Safari unlock),
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> replacing the A/B-crossfade-after-gesture approach that failed on real Safari. The
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> first time **Video** is turned on, **Audio** turns on with it (one flip = the full
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> experience); turning Audio on first stays audio-only. Altitude changes swap the
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> single element's source with a brief fade.
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**Extends / reframes:** [`2026-06-26-networked-control-surface-design.md`](./2026-06-26-networked-control-surface-design.md)
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§3 (control inventory) and §5 (server contract) — its bundled **Content** selector
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is split into two orthogonal controls. Everything else in that spec (server-of-truth
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+75
-75
@@ -141,7 +141,10 @@ async function preloadAllMedia(concurrency = 4) {
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let done = 0;
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const total = files.length;
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const chip = preloadChip();
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const tick = () => { if (chip) chip.textContent = `⬇ caching clips ${done}/${total}`; };
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const tick = () => {
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if (chip) chip.textContent = `⬇ caching clips ${done}/${total}`;
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setLoadingProgress(done, total); // drive the "Loading Universe…" bar
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};
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tick();
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let i = 0;
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async function worker() {
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@@ -519,7 +522,6 @@ async function update() {
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if (!resp.ok) { readout.textContent = "invalid: " + resp.status; return; }
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const data = await resp.json();
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readout.textContent = JSON.stringify(data, null, 2);
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applyAudio(data.render.audio); // reconcile the audio layer
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if (!data.render.video.shown) {
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// Blank the screen. Cover with #black AND hide the video layers themselves —
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// the <video>/<canvas> are GPU-composited and can otherwise show through the
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@@ -637,6 +639,7 @@ async function advance(delta) {
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} finally {
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busy = false;
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update();
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applyAudio(); // soundtrack follows the Altitude dial (crossfade to the new scale)
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}
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}
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@@ -909,107 +912,104 @@ function devLiveReload() {
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}, 1000);
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}
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// --- Audio layer: two <audio> elements, gain-crossfaded (audio spec §7/§8) ---
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const audA = $("audA"), audB = $("audB");
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let audActive = audA, audIdle = audB; // which element is currently audible
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let audUrl = null; // the url currently playing (null = silence)
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let audioReady = false; // unlocked after the first user gesture (autoplay policy)
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const XFADE_MS = 600; // ~0.6s gain crossfade — "live", no busy ack (§7)
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// --- Audio layer: ONE <audio> element, started in-gesture (Safari-safe) ---
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// Real Safari/iOS only "unlocks" an <audio> element when play() is called
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// SYNCHRONOUSLY inside a user gesture (Chrome is lenient; Safari is not). So we use
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// a single element and start it directly from the Video/Audio toggle's click — not
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// via the async server roundtrip; once unlocked it can be re-played programmatically
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// (e.g. on an altitude change). audio on = the current scale's soundtrack.
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const aud = $("aud");
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let audUrl = null; // soundtrack url currently loaded (null = silent)
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const FADE_MS = 500;
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function fadeVolume(el, to, ms) {
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function fadeVolume(el, to, ms, done) {
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// setInterval (not requestAnimationFrame): rAF throttles/pauses when the tab is
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// backgrounded, which would stall the gain ramp; a timer fires regardless.
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const from = el.volume, steps = Math.max(1, Math.round(ms / 30));
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let i = 0;
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return new Promise((resolve) => {
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const iv = setInterval(() => {
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i += 1;
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const k = Math.min(1, i / steps);
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el.volume = Math.min(1, Math.max(0, from + (to - from) * k));
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if (k >= 1) { clearInterval(iv); resolve(); }
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}, 30);
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});
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const iv = setInterval(() => {
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i += 1;
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const k = Math.min(1, i / steps);
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el.volume = Math.min(1, Math.max(0, from + (to - from) * k));
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if (k >= 1) { clearInterval(iv); if (done) done(); }
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}, 30);
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}
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// Reconcile the audio layer to render.audio: crossfade the active element to the
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// new url (or fade to silence for off). White-noise and soundtrack are the same
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// mechanism — only the url differs; an unchanged url is a no-op so altitude
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// re-rolls on the same scale don't restart the bed.
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async function applyAudio(audio) {
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const url = audio ? audio.url : null;
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if (url === audUrl) return;
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audUrl = url;
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if (!audioReady) return; // deferred until the start gesture (§8)
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if (!url) { // fade current out to silence
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await fadeVolume(audActive, 0, XFADE_MS);
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audActive.pause();
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return;
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}
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audIdle.src = mediaUrl(url); // absolute /media/... passes through mediaUrl
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audIdle.volume = 0;
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audIdle.play().catch(() => {}); // start (fire-and-forget — awaiting can hang)
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await Promise.all([fadeVolume(audIdle, 1, XFADE_MS), fadeVolume(audActive, 0, XFADE_MS)]);
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audActive.pause();
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[audActive, audIdle] = [audIdle, audActive]; // swap roles
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}
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// The current altitude's soundtrack url (the ring carries each scale's `audio`),
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// resolved client-side so the start gesture can unlock the elements synchronously.
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// The current altitude's soundtrack url (the ring carries each scale's `audio`).
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function soundtrackUrl() {
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const s = ring && ring.scales[ringIndex];
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return s && s.audio ? "/media/audio/" + s.audio : null;
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}
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// Browsers block autoplay until a user gesture. The renderer is launched
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// full-screen by the operator; a one-time tap unlocks audio, then it follows
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// state (audio spec §8 — the documented launch step).
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function showStartGesture() {
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if (audioReady || document.getElementById("start-gesture")) return;
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const ov = document.createElement("div");
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ov.id = "start-gesture";
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ov.textContent = "▶ tap to start sound";
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ov.addEventListener("click", () => {
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audioReady = true;
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ov.remove();
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// Safari unlocks an <audio> element ONLY when play() is called inside the
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// user gesture itself — not in a later async continuation (Chrome is lenient;
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// Safari/iOS is not). Prime BOTH A/B elements now, synchronously, at volume 0,
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// so the async applyAudio() crossfades that follow are allowed to play.
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const url = soundtrackUrl();
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if (url) for (const el of [audA, audB]) {
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try {
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el.src = mediaUrl(url);
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el.volume = 0;
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const pr = el.play();
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if (pr) pr.then(() => el.pause()).catch(() => {});
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} catch (_) { /* priming is best-effort */ }
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}
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audUrl = null; // force the next applyAudio to (re)load
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update(); // re-apply current state, now with audio
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}, { once: true });
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document.body.appendChild(ov);
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// Load `url` into the single element and fade it in. Call this SYNCHRONOUSLY from
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// the toggle's click the first time so play() is allowed; later calls reuse the
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// now-unlocked element.
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function playUrl(url) {
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aud.src = mediaUrl(url);
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aud.volume = 0;
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const pr = aud.play();
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if (pr) pr.catch(() => {});
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fadeVolume(aud, 1, FADE_MS);
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}
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// Reconcile audio to the Audio toggle + current altitude: on → the scale's
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// soundtrack, off → silence. Idempotent on an unchanged url (so a same-scale pool
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// re-roll doesn't restart it). MUST be called synchronously from the toggle gesture
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// the first time it plays.
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function applyAudio() {
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const url = $("audio").checked ? soundtrackUrl() : null;
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if (url === audUrl) return;
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audUrl = url;
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if (!url) { fadeVolume(aud, 0, FADE_MS, () => aud.pause()); return; }
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if (aud.paused || !aud.src) playUrl(url); // start fresh
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else fadeVolume(aud, 0, 250, () => playUrl(url)); // dip out, then swap + fade in
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}
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// "Loading Universe…" splash — hidden once media is preloaded; reflects progress.
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function setLoadingProgress(done, total) {
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const fill = document.getElementById("loading-fill");
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if (fill && total) fill.style.width = Math.round((done / total) * 100) + "%";
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}
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function hideLoading() {
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const el = document.getElementById("loading");
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if (!el) return;
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el.classList.add("done");
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setTimeout(() => el.remove(), 700);
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}
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let videoEverOn = false; // has Video ever been switched on this session?
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async function main() {
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devLiveReload();
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try { initPaint(); } catch (e) { paintOK = false; paint.style.display = "none"; showError("WebGL init: " + e.message); }
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await loadData();
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await landScale(); // pick the initial scale's pool member before first render
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preloadAllMedia(); // background: cache every clip in memory for instant altitude swaps
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buildDial(); // draw the altitude knob from the ring's scales
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initDev(); // wire the Dev Mode toggle + pool picker (reads persisted state)
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renderScaleReadout();
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// Sliders stream on "input"; the Video/Audio toggles fire on "change" (matches
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// the Dev Mode switch and is the reliable checkbox event across browsers).
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// Sliders stream on "input"; the toggles fire on "change".
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for (const id of ["left", "right", "mood"]) $(id).addEventListener("input", debounced);
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for (const id of ["visual", "audio"]) $(id).addEventListener("change", debounced);
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showStartGesture(); // one-time tap unlocks audio (browser autoplay policy, §8)
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// Audio toggle: start/stop the soundtrack SYNCHRONOUSLY in this gesture so it
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// unlocks + plays on Safari (which blocks play() outside a user gesture).
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$("audio").addEventListener("change", () => { applyAudio(); debounced(); });
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// Video toggle: the FIRST time video turns on, bring audio with it (one flip = the
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// full experience). Audio toggled on its own first stays audio-only. The audio is
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// set + played in THIS gesture so it unlocks on Safari.
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$("visual").addEventListener("change", () => {
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if ($("visual").checked && !videoEverOn) {
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videoEverOn = true;
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if (!$("audio").checked) { $("audio").checked = true; applyAudio(); }
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}
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debounced();
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});
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// Altitude knob: drag to turn (commit detents on release), scroll to step, tap a label to jump.
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dial.addEventListener("pointerdown", onDialDown);
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window.addEventListener("pointermove", onDialMove);
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window.addEventListener("pointerup", onDialUp);
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dial.addEventListener("wheel", onWheel, { passive: false });
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$("stage").addEventListener("wheel", onWheel, { passive: false });
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update();
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update(); // render the initial state (both toggles off → black, silent)
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await preloadAllMedia(); // download all media, updating the loading bar
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hideLoading(); // experience is ready to run smoothly
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}
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main();
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@@ -7,13 +7,18 @@
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<link rel="stylesheet" href="/style.css" />
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</head>
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<body>
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<div id="loading">
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<div class="loading-inner">
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<div class="loading-title">Loading Universe<span class="loading-dots"></span></div>
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<div class="loading-bar"><div id="loading-fill"></div></div>
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</div>
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</div>
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<header><h1>Human Experience Filter — Alteration Preview</h1></header>
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<main>
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<section class="stage" id="stage">
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<div class="screen">
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<video id="vid" loop muted playsinline></video>
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<audio id="audA" loop preload="auto"></audio>
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<audio id="audB" loop preload="auto"></audio>
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<audio id="aud" loop preload="auto"></audio>
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<canvas id="paint"></canvas>
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<div id="tint"></div>
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<svg id="overlay" viewBox="0 0 100 100" preserveAspectRatio="none"></svg>
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@@ -26,7 +31,7 @@
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<fieldset>
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<legend>Output</legend>
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<label class="dev-switch" for="visual">
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<input type="checkbox" id="visual" checked />
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<input type="checkbox" id="visual" />
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<span class="dev-switch-track"><span class="dev-switch-thumb"></span></span>
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<span class="dev-switch-label">Video</span>
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</label>
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@@ -115,12 +115,28 @@ input[type=range], select { width: 100%; }
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.dev-anno .anno-meta { color: #678; }
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.dev-anno .anno-empty { color: #567; font-style: italic; }
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/* One-time tap-to-start overlay — unlocks audio under the browser autoplay
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policy (audio spec §8). Removed after the first gesture. */
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#start-gesture {
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/* "Loading Universe…" splash — shown until all media is preloaded and the
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experience is ready to run smoothly, then faded out. */
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#loading {
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position: fixed; inset: 0; z-index: 10000;
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display: flex; align-items: center; justify-content: center;
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background: rgba(0, 0, 0, 0.82); color: #fff;
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font: 600 28px/1.2 system-ui, sans-serif; letter-spacing: 0.02em;
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cursor: pointer; user-select: none;
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background: radial-gradient(ellipse at center, #0a1230 0%, #02030a 70%);
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color: #cfe3ff; user-select: none;
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transition: opacity 0.6s ease;
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}
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#loading.done { opacity: 0; pointer-events: none; }
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.loading-inner { display: flex; flex-direction: column; align-items: center; gap: 1.1rem; }
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.loading-title { font: 600 30px/1.2 system-ui, sans-serif; letter-spacing: 0.04em; }
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.loading-dots::after {
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content: ""; animation: loading-dots 1.4s steps(4, end) infinite;
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}
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@keyframes loading-dots { 0% { content: ""; } 25% { content: "."; } 50% { content: ".."; } 75% { content: "..."; } 100% { content: ""; } }
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.loading-bar {
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width: 260px; height: 4px; border-radius: 2px;
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background: rgba(255, 255, 255, 0.12); overflow: hidden;
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}
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#loading-fill {
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height: 100%; width: 0%; border-radius: 2px;
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background: linear-gradient(90deg, #4e9cff, #9af);
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transition: width 0.25s ease;
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}
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+48
-35
@@ -1,7 +1,9 @@
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"""Playwright E2E for the audio layer (audio spec §9). Skips cleanly when
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Playwright or its browser binary is absent (the headless dev box) — the unit +
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contract tiers cover the logic; this asserts the rendered <audio> element src and
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playback survives a Visual fade. Runs at the PPE stage where a browser exists.
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"""Playwright E2E for the audio + Video/Audio toggles (audio spec §9). Skips
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cleanly when Playwright or its browser binary is absent.
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NOTE: headless engines relax BOTH autoplay and GPU compositing, so these assert
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the WIRING (toggle→play, the first-video-on→audio coupling, video-off blanking) —
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real Safari/iOS autoplay and real-GPU compositing still need a device by-ear/eye check.
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Install: pip install -e '.[e2e]' && python -m playwright install chromium
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"""
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@@ -12,7 +14,6 @@ from contextlib import closing
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import pytest
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# Skip the whole module unless Playwright is importable.
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pytest.importorskip("playwright.sync_api")
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@@ -50,50 +51,62 @@ def page(app_url):
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with sync_playwright() as p:
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try:
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# Headless Chromium blocks media playback without a real audio device;
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# this flag lets play() actually start so `paused` is meaningful (the
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# spec §9 asserts playback via element src/paused, not a waveform).
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# headless blocks media playback without a device; this flag lets play()
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# actually start so `paused` is meaningful (spec §9 asserts src/paused)
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browser = p.chromium.launch(args=["--autoplay-policy=no-user-gesture-required"])
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except Exception as exc: # no browser binary installed
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pytest.skip(f"chromium not available: {exc}")
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pg = browser.new_page()
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pg.goto(app_url)
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pg.click("#start-gesture") # unlock autoplay
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# wait out the "Loading Universe…" splash (it overlays + blocks clicks)
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pg.wait_for_selector("#loading", state="detached", timeout=60000)
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yield pg
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browser.close()
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def _toggle(page, which):
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"""Click the visible toggle track for #visual / #audio (the input is hidden)."""
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page.click(f"label[for='{which}'] .dev-switch-track")
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def test_app_starts_blanked_and_silent(page):
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# both toggles default off → black screen, no audio (no tap-to-start wall)
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assert page.is_checked("#visual") is False
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assert page.is_checked("#audio") is False
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page.wait_for_selector("#black:not(.hidden)")
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assert page.evaluate("document.getElementById('aud').paused") is True
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def test_audio_toggle_plays_the_current_scale_soundtrack(page):
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# Audio on (toggle) → the current altitude's soundtrack (cosmos at index 0) plays
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page.click("label[for='audio'] .dev-switch-track")
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_toggle(page, "audio")
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page.wait_for_function(
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"['audA','audB'].some(id => {"
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" const a = document.getElementById(id);"
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" return /\\/media\\/audio\\/.+\\.mp3/.test(a.src) && !a.paused;"
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"})"
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"(() => { const a = document.getElementById('aud');"
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" return /\\/media\\/audio\\/.+\\.mp3/.test(a.src) && !a.paused; })()"
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)
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def test_video_toggle_off_blanks_the_screen_and_hides_layers(page):
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page.click("label[for='visual'] .dev-switch-track")
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page.wait_for_selector("#black:not(.hidden)") # black cover shown
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# the video layers themselves are hidden too (GPU-composite-proof blanking);
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||||
# wait for the opacity transition to settle to 0
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def test_first_video_on_also_enables_audio(page):
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_toggle(page, "visual") # first video-on couples audio
|
||||
page.wait_for_function("document.getElementById('audio').checked === true")
|
||||
page.wait_for_function(
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"(() => { const a = document.getElementById('aud'); return !!a.src && !a.paused; })()"
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||||
)
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page.wait_for_selector("#black.hidden", state="attached") # video showing (black hidden=display:none)
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||||
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||||
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||||
def test_audio_before_video_stays_audio_only(page):
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||||
_toggle(page, "audio") # audio on first
|
||||
page.wait_for_function("!document.getElementById('aud').paused")
|
||||
assert page.is_checked("#visual") is False # video untouched
|
||||
page.wait_for_selector("#black:not(.hidden)") # still blanked
|
||||
|
||||
|
||||
def test_video_off_blanks_after_being_on(page):
|
||||
_toggle(page, "visual") # on
|
||||
page.wait_for_selector("#black.hidden", state="attached")
|
||||
_toggle(page, "visual") # off
|
||||
page.wait_for_selector("#black:not(.hidden)")
|
||||
# the GPU-composited video layers are hidden too (settle the opacity transition)
|
||||
page.wait_for_function(
|
||||
"['vid','paint'].every(id => getComputedStyle(document.getElementById(id)).opacity === '0')"
|
||||
)
|
||||
|
||||
|
||||
def test_audio_survives_video_off(page):
|
||||
page.click("label[for='audio'] .dev-switch-track")
|
||||
page.wait_for_function(
|
||||
"['audA','audB'].some(id => !document.getElementById(id).paused "
|
||||
"&& document.getElementById(id).src)"
|
||||
)
|
||||
page.click("label[for='visual'] .dev-switch-track")
|
||||
page.wait_for_selector("#black:not(.hidden)")
|
||||
playing = page.evaluate(
|
||||
"['audA','audB'].some(id => "
|
||||
"{const a = document.getElementById(id); return !a.paused && !!a.src;})"
|
||||
)
|
||||
assert playing is True # audio keeps playing with video off
|
||||
|
||||
Reference in New Issue
Block a user