- Vinyl stays perfectly centered, only rotates
- Removed X and Y parallax from vinyl position
- Removed parallax uniform from shader
- Only the cover art (sleeve) responds to mouse movement
- Set rotation speed to 33.333 RPM (0.0582 rad/frame at 60fps)
- Remove Y-axis parallax from vinyl position (stays centered)
- Remove Y parallax from shader for perfectly concentric rotation
- Add mipmaps and trilinear filtering for anti-aliasing
- Enable anisotropic filtering when available
- Use PNG instead of SVG for better WebGL compatibility
- Extreme horizontal parallax: cover 200px, vinyl 120px
- Reduced vertical parallax for subtle depth
- Shader parallax: 0.15 horizontal, 0.05 vertical
- Disc appears to slide out of sleeve with minimal mouse movement
- Add padding around vinyl (scale UV by 1.15x)
- Discard pixels outside bounds to avoid edge artifacts
- Much more aggressive parallax: cover 80/50px, vinyl 50/35px
- Shader parallax offset increased to 0.08
- Vinyl size reduced to 85% for more breathing room
- Updated qbz-logo.svg and qbz-logo.png
- Added qbz-vinyl-v3.svg for VinylPanel
- Regenerated all Tauri icons from new logo
- Updated Android icons and favicon
- Use WebGL2 canvas for vinyl rendering instead of CSS
- Load qbz-vinyl-v3.svg as texture
- Shader-based rotation when playing
- Parallax effect via uniforms (no DOM updates)
- Album cover slides left to reveal vinyl
- Much lower CPU usage than CSS animation
- Double parallax sensitivity (30/20px cover, 18/12px disc)
- Cover and disc now vertically centered together
- Cover slides 15% left when playing to reveal disc
- Simplified transform calculations
- Correct z-ordering: cover in front (z-10), disc behind
- Cover slides left when playing to reveal disc
- Add mouse parallax effect for depth
- More visible grooves with alternating brightness
- Neutral gray colors instead of amber vintage
- Use system typography instead of Oswald
- Radial gradient on disc for realistic shading
- Add VinylPanel.svelte with spinning vinyl disc animation
- Album cover slides left when playing to reveal disc
- CSS-based grooves (40 rings) and amber center label
- Vintage typography with "33 1/3 RPM" badge
- Add 'vinyl' as new Focus tab option in ImmersiveHeader
- Fix MPRIS/PipeWire volume feedback loop by checking if volume
actually changed before calling setVolume
- Increase animation speed to 1.8x for more dynamic movement
- Add per-channel histogram normalization to expand color range
- Boost saturation to 2.5x and brightness to 0.85
- Add 12% red channel boost for warmer tones
- Target color range 30-240 to lift shadows and preserve highlights
Problem: brightness(0.5) made whites gray while blacks stayed black,
causing dark areas to dominate even in mostly-white artwork.
Solution:
- Increased brightness from 0.5 to 0.7
- Added shadow lift: maps 0-255 to 25-255
- Black now becomes dark gray (~10% brightness floor)
- Whites remain visible and balanced
Result: 'Panda/cow' effect - both light and dark areas visible.
New effects added:
- Layer rotation: each layer rotates slowly (1-2° range)
- Scale breathing: zoom levels pulse in/out per layer
- Pulsing vignette: edge darkening varies over time
- Increased drift amplitudes: far ±0.20, mid ±0.14, near ±0.08
- Stronger brightness breathing: ±12% (was ±8%)
All effects are decorrelated (different speeds/phases) for organic feel.
Default intensity now 1.0 for maximum visibility.
Replace expensive properties with GPU-accelerated ones:
- transform: scaleX() instead of width (no layout recalc)
- Solid color instead of gradient
- Removed box-shadow blur (very expensive)
- Added will-change: transform hint
This runs entirely on GPU compositor thread.
Revert to glowing underline approach with QBZ brand blue (#5281ff):
- Text stays bright white (no background-clip: text)
- Underline sweeps from left to right during line duration
- Blue glow effect with box-shadow
- Much better readability than gradient text
Replace underline with metallic shimmer that sweeps across text:
- Mostly white (40% each side) with purple highlight band in center
- Gradient moves from right to left during line duration
- Uses ease-in-out for natural feel
- GPU-accelerated, single element, no JS polling
The background-clip: text technique made white appear gray.
New approach uses a pseudo-element underline that:
- Sweeps from left to right with the line duration
- Has purple glow effect (#a78bfa)
- Keeps text bright white and readable
- No impact on text color/brightness
Replace JS-polled karaoke with pure CSS animation:
- Calculate line duration from timing data (timeMs)
- Use CSS animation with background-position sweep
- Animation runs once per line change, no polling needed
- Uses purple (#c4b5fd) to white gradient for visibility
Data flow: Pass full LyricsLine objects (with timeMs) through
component chain instead of stripping timing data.
Problem: Lyrics split view consumed more CPU than coverflow due to:
- Polling every 80-200ms for karaoke progress updates
- Inline styles on ALL ~50+ lines recalculated on every render
- Transitions tracked on all lines (4 properties each)
Solution:
1. lyricsStore: Add setProgressTrackingEnabled() to skip progress
updates in immersive mode (only track line index changes)
2. LyricsLines: Use CSS classes for opacity instead of inline styles
in immersive mode (distance-1, distance-2, distance-3, distance-far)
3. LyricsLines: Add CSS containment (contain: layout style) to isolate
paint/layout recalculations
4. LyricsLines: Reduce transitions on non-active lines (2 vs 4 props)
5. ImmersivePlayer: Disable progress tracking on mount, re-enable on exit
Result: Immersive lyrics now updates only on line changes (~10-20/min)
instead of continuous progress updates (~300-750/min)
- Book collage: 3 album covers with left/center/right positioning
- Rotated side covers (-12deg/+12deg) with hover animation
- Custom tooltip: opens bottom-right with high z-index (1000)
- Info trigger: 24px with dark background for visibility
- Fade-in animation for tooltip appearance
Queue/History:
- Removed History as separate tab from header
- Added History as sub-tab within QueuePanel
- Sub-tabs: Queue | History with counts
- Removed history-focus from focus mode tabs
- Removed keyboard shortcut 'H' and '5' for history
Background transition:
- Added 400ms crossfade when artwork changes
- Works for both WebGL and CSS fallback renderers
- Fades out, loads new texture, fades back in
- Removed book collage (playlist.images are same image at different sizes)
- Using medium quality image (images[1]) for playlist cards
- Fixed z-index on Qobuz/QBZ badges (z-index: 10, above overlay)
- Increased badge icons by 2pt (Qobuz: 22px, QBZ: 19px)
- Replaced native title tooltip with Tooltip component for radio info
- Shows 3 covers like album spines when available
- Center cover fully visible, left/right at -15% offset
- Falls back to medium-quality single image if < 3 images
- Uses images[1] (medium) instead of images[0] (largest)
Working state:
- Atmospheric background (no recognizable artwork)
- Multi-sample blur in shader
- Gradient tint (cool top, warm bottom)
- Oswald font for lyrics (28px/30px)
- Lyrics panel 700px wide
- Text shadow for contrast
- Karaoke effect disabled in immersive
Ready for Heavy Immersion shader upgrade.
- Font size: 28px inactive, 30px active
- Disabled background-clip karaoke effect in immersive mode
- Active line now pure white (#ffffff)
- Past lines dimmed to 35% opacity
Shader:
- Fixed luminance formula that was killing blue (30% blend instead of 100%)
Lyrics:
- Added Oswald font for immersive lyrics
- Increased font size by 2pt (26px inactive, 28px active)
- Active lines now pure white with higher weight for clarity
Implement proper atmospheric background pipeline:
- Random NON-CENTERED crop (150-300% zoom) to break composition
- Extreme blur at small size (destroys all semantic detail)
- Scale up with smoothing for additional blur
- Color adjustments (saturation 1.4x, brightness 0.5x)
- Vignette overlay
The background is now an unrecognizable color field derived from
artwork colors. Acceptance test: "Can I identify the album from
the background alone?" must be NO.
Applies to both WebGL and CSS fallback renderers.
- texture-loader.ts: Multi-pass blur (4×15px) at 256x256 for CSS-equivalent quality
- ambient.frag: Simplified to UV drift, zoom breathing, and color breathing only
- Blur computed ONCE at load time, shader only does motion effects
- No per-frame blur, image processing, or texture uploads
- Source canvas now 256x256 (was 64x64)
- Light pre-blur (8px), GPU shader does main blur
- Increased shader blur radius and samples (16 samples)
- Should produce much smoother results
- Multi-sample blur: 12 samples in circular pattern
- Noise-based UV distortion to break up pixelation
- Random sample offsets for organic blur effect
- All blur computation is GPU-side (no CPU cost)
- Canvas size back to 64x64 (like original)
- Blur radius 20px applied 3 times (20 + 20 + 10 = ~50px total)
- Expanded canvas for blur overflow, then crop to final
- Brightness 0.55, saturation 1.3 (matching original)
Blur fix:
- Use three separate canvases (source, blur, final)
- Apply blur filter when drawing BETWEEN canvases (not to self)
- Canvas size reduced to 16x16 for extreme blur when scaled
- Double blur pass for extra smoothness
CPU fix:
- Reduce animation from 30fps to 15fps
- Slow ambient motion doesn't need high frame rate
- Reduce canvas to 32x32 (was 128) for more natural scaling blur
- Apply triple-pass blur technique:
1. Scale down (interpolation blur)
2. Apply blur filter and redraw
3. Third pass for extra smoothness
- Adjust brightness to 0.45 (darker) and saturation to 1.3
- Lower JPEG quality to 0.7 (blur hides artifacts anyway)
- ImmersiveBackground now checks WebGL2 availability on mount
- Dynamically imports ImmersiveAmbientCanvas when WebGL2 available
- Falls back to CSS blur when WebGL2 unavailable
- New props: enableAmbient (default true), ambientIntensity
Automatic renderer selection:
1. Check BUILD_IMMERSIVE_ENABLED (compile-time)
2. Check isRuntimeEnabled() (user preference)
3. Check isWebGL2Available() (browser capability)
4. If all pass: use WebGL2 with ambient motion
5. Otherwise: use CSS fallback (original behavior)
- Add utils/texture-loader.ts with:
- Async pre-blur generation using canvas 2D
- Blur cache (max 20 entries)
- Request cancellation for rapid track changes
- Abort signal support throughout
- Update ImmersiveAmbientCanvas.svelte:
- Use texture-loader for blurred artwork
- Handle cancellation gracefully
- Report texture metrics
- Clean up pending loads on destroy
Pre-blur is computed once per track change (CPU), then uploaded
to GPU texture. No per-frame blur computation.
- Add utils/webgl-utils.ts with context creation, shader compilation,
texture loading, and cleanup utilities
- Add shaders/fullscreen.vert for fullscreen quad rendering
- Add shaders/static.frag for basic texture display
- Add shaders/index.ts for Vite ?raw shader imports
- Add ImmersiveAmbientCanvas.svelte component with:
- WebGL2 context management
- Context loss/restore handling
- Automatic resize handling
- Performance metrics reporting
- Update app.d.ts with shader file type declarations
This is a static renderer only - no animation yet.
Phase 2 will connect to real artwork with pre-blur.
- Create src/lib/immersive/ module structure
- Add types.ts with ImmersiveState, ImmersiveConfig interfaces
- Add config.ts with build-time and runtime feature flags
- Add ImmersiveRenderer.ts with lifecycle management and stores
- Add index.ts as public API boundary
- Add VITE_IMMERSIVE_ENABLED to vite.config.js
- Add app.d.ts for TypeScript env declarations
Build without immersive: QBZ_IMMERSIVE=false pnpm build
No visual changes yet - this is capability detection and guards only.
- Create HistoryPanel component for viewing playback history
- Add 'history' tab to split mode tabs
- Add 'history-focus' tab to focus mode tabs
- Sync history when immersive mode opens (fix coverflow prev tracks)
- Keyboard shortcuts: H for history, 5 for history-focus
- Rename old CoverflowPanel to StaticPanel (single artwork view)
- Create new CoverflowPanel with actual coverflow effect:
- Shows 5 album covers (2 prev, current, 2 next)
- 3D perspective rotation on side covers
- Click on side covers to navigate queue
- Smooth animation on track change
- Add 'static' tab to focus mode (4 tabs total)
- Update keyboard shortcuts: 1-4 for focus tabs
- Add expandable window controls in header (hover to expand)
- Fullscreen toggle (F11)
- Exit immersive (Esc)
- Close app
- Move Repeat button to left group: Fav | Shuffle | Repeat
- Remove QualityBadge from player controls
- Add F11 keyboard shortcut for fullscreen toggle
- Use Tauri window API for fullscreen functionality
- Remove PlayerControlsMedium variant (unused)
- Keep only PlayerControlsCompact as the single player style
- Add QualityBadge above player controls
- Center play/pause button with balanced left/right groups
- Remove expand/compact toggle (no longer needed)
- Pass quality, bitDepth, samplingRate props from parent
- Add front:CARD=X,DEV=Y device enumeration from aplay -L output
- Recognize front: devices as bit-perfect in AlsaDirectStream
- Group front:CARD and "bit-perfect" named devices correctly in UI
- Add tooltip to device dropdown showing full device name
- Add current selection indicator in device dropdown
- Extend dropdown idle timeout to 10 seconds for long device names
Addresses issue #30 for USB DACs that expose front: but not hw: devices
- Initialize volume from localStorage instead of hardcoded 75
- Pass volume and onVolumeChange to NowPlayingBar even when no track is playing
- Users can now adjust volume before playing anything (important to prevent
loud surprises when volume was left at max)
Systems without a notification daemon (e.g., minimal Linux setups) would
crash when the app tried to show notifications. Now we log a warning and
continue instead of propagating the error.
Fixes#32
1. play_track now returns PlayTrackResult with format_id from Qobuz API
- Returns actual format (5=MP3, 6=FLAC16, 7=FLAC24, 27=Hi-Res)
- Returns None for cache hits (format unknown)
2. Frontend updates track.format based on format_id
- QualityBadge can now correctly show "MP3" when format_id=5
- Previously badge showed "CD" even for MP3 because format was empty
3. Device name now set after backend system init
- PipeWire and ALSA backends now set current_device from settings
- Fixes tooltip showing no device when using backend system
Added onTrackClick handler to NowPlayingBar that opens TrackInfoModal when
the track title is clicked. Uses cursor: help for informative visual cue.
Only works for non-local tracks.
When streaming_only is enabled, prefetch is now skipped entirely.
This ensures tracks are always streamed fresh from the network
without being pre-cached in the background.
When streaming_only is disabled, prefetch works normally.
Logs now clearly show:
- [CACHE HIT] when playing from memory/disk/offline cache
- [STREAMING] when streaming from network with cache_after flag
- [DOWNLOAD] when using full download mode
- [CACHED] / [NOT CACHED] after download completes
- [Playback Settings] shows stream_first, streaming_only, buffer values
- Quality badge now has border (alpha-15) and background (alpha-10)
- Added 5px top margin for separation
- Title and subtitle now use ticker animation on hover for long text
- Animation matches AlbumCard behavior (scroll left then back)
- Card now has background like artist-card (bg-secondary, rounded)
- Artwork reduced to 148x148 with 6px padding around
- Quality badge moved to bottom of card (outside artwork)
- Genre only visible on hover overlay with slide-in animation
- Text centered and sized down for consistency
- Quality badge now at bottom-right with lighter background (0.55 opacity)
- Genre badge at top-left for albums (tracks don't have genre data)
- Both badges use consistent styling with blur backdrop
- New popular-card with square image, title, and subtitle
- Hover overlay with heart, play, and menu buttons
- Dropdown menu with play controls and navigation options
- Track cards show "Go to album", album cards show "Go to artist"
- Artists still use the existing circular card design
- Make auth_token() public for catalog/search endpoint authentication
- Fix setSearchQuery to skip notification when value unchanged
- Fix setSearchState to only notify listeners when query actually changed
- Add title case transformation for better most_popular API results
- Add stale result detection to ignore outdated search responses
- Preserve most_popular when API returns inconsistent results
- Clean up debug logging
Replace heuristic-based most popular detection with Qobuz's actual
most_popular field from the catalog/search endpoint.
- Add CATALOG_SEARCH endpoint path
- Make app_id() and get_http() public on QobuzClient
- Add MostPopularItem enum with tagged serialization (artists/albums/tracks)
- Update search_all to use catalog/search and parse most_popular field
- Update SearchView template to use allResults.most_popular with new types
- Add MostPopularItem type to searchState store
The Most Popular result in search now intelligently determines
the best match based on query:
- Exact name match: artist > album > track
- Starts with match: artist > album > track
- Fallback: first artist, then album, then track
Added track card display for when a track is the most popular result.
- Update "Streaming Only" description to be less technical:
"Disables temporary cache. Not recommended without a fast connection.
Offline library tracks always play first."
- Fix account card vertical centering with explicit align-self on
avatar, info container, and logout button
Adds UI toggle for streaming_only mode that skips L1/L2 cache writes.
When enabled, tracks are streamed fresh each time but offline cache
still works for downloaded tracks (local-first principle).
Add streaming_only setting that skips L1+L2 cache writes while still
respecting offline cache (local-first). When enabled:
- download_and_stream() skips final cache.insert()
- Standard download path skips cache.insert()
- Offline cache continues to work normally
This reduces storage usage for users who prefer pure streaming.