feat: playlist management, gapless playback, ReplayGain, Qobuz theme

Playlist management:
- Add/remove tracks from playlists via right-click context menu
- Create new playlists (right-click Playlists sidebar header)
- Delete playlists with confirmation dialog (right-click playlist item)
- Playlist view removes track immediately on delete (optimistic)
- Deleting currently-open playlist clears the track view

Gapless playback:
- Single long-running audio thread owns AudioOutput; CPAL stream stays
  open between tracks eliminating device teardown/startup gap
- Decode runs inline on the audio thread; command channel polled via
  try_recv() so Pause/Resume/Seek/Stop/Play all work without spawning
- New Play command arriving mid-decode is handled immediately,
  reusing the same audio output for zero-gap transition
- Position timer reduced from 500 ms to 50 ms for faster track-end detection
- URL/metadata prefetch: when gapless is enabled Qt pre-fetches the next
  track while the current one is still playing

ReplayGain:
- Toggled in Settings → Playback
- replaygain_track_gain (dB) from track audio_info converted to linear
  gain factor and applied per-sample alongside volume

Qobuz dark theme:
- Background #191919, base #141414, accent #FFB232 (yellow-orange)
- Selection highlight, slider fill, scrollbar hover all use #FFB232
- Links use Qobuz blue #46B3EE
- Hi-res H badges updated to #FFB232 (from #FFD700)
- Now-playing row uses #FFB232 (was Spotify green)
- QSS stylesheet for scrollbars, menus, inputs, buttons, groups

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
joren
2026-03-24 11:19:32 +01:00
parent c8086e1f2f
commit f30e2058c1
24 changed files with 757 additions and 135 deletions

View File

@@ -24,6 +24,8 @@ pub struct TrackInfo {
pub track: TrackDto,
pub url: String,
pub format: Format,
/// ReplayGain track gain in dB, if enabled and available.
pub replaygain_db: Option<f64>,
}
#[derive(Debug, Clone, PartialEq)]
@@ -47,6 +49,8 @@ pub struct PlayerStatus {
/// Set by the player loop when a seek command arrives; cleared by the decode thread.
pub seek_requested: Arc<AtomicBool>,
pub seek_target_secs: Arc<AtomicU64>,
/// Linear gain factor to apply (1.0 = unity). Updated each time a new track starts.
pub replaygain_gain: Arc<std::sync::Mutex<f32>>,
}
impl PlayerStatus {
@@ -60,6 +64,7 @@ impl PlayerStatus {
track_finished: Arc::new(AtomicBool::new(false)),
seek_requested: Arc::new(AtomicBool::new(false)),
seek_target_secs: Arc::new(AtomicU64::new(0)),
replaygain_gain: Arc::new(std::sync::Mutex::new(1.0)),
}
}
@@ -106,10 +111,6 @@ impl Player {
self.cmd_tx.send(cmd).ok();
}
pub fn play_track(&self, track: TrackDto, url: String, format: Format) {
self.send(PlayerCommand::Play(TrackInfo { track, url, format }));
}
pub fn pause(&self) {
self.send(PlayerCommand::Pause);
}
@@ -133,68 +134,77 @@ impl Player {
}
}
/// The player loop runs on a single dedicated OS thread.
/// It owns the `AudioOutput` locally so there are no Send constraints.
/// Decoding is performed inline; the command channel is polled via try_recv
/// inside the decode loop to handle Pause/Resume/Seek/Stop/Play without
/// tearng down and re-opening the audio device between tracks.
fn player_loop(rx: std::sync::mpsc::Receiver<PlayerCommand>, status: PlayerStatus) {
let mut stop_flag = Arc::new(AtomicBool::new(true));
use std::sync::mpsc::RecvTimeoutError;
let mut audio_output: Option<output::AudioOutput> = None;
let paused = Arc::new(AtomicBool::new(false));
// pending_info holds a Play command that interrupted an ongoing decode
let mut pending_info: Option<TrackInfo> = None;
loop {
match rx.recv_timeout(Duration::from_millis(100)) {
Ok(cmd) => match cmd {
PlayerCommand::Play(info) => {
stop_flag.store(true, Ordering::SeqCst);
stop_flag = Arc::new(AtomicBool::new(false));
paused.store(false, Ordering::SeqCst);
*status.state.lock().unwrap() = PlayerState::Playing;
*status.current_track.lock().unwrap() = Some(info.track.clone());
if let Some(dur) = info.track.duration {
status.duration_secs.store(dur as u64, Ordering::Relaxed);
'outer: loop {
// Wait for a Play command (or use one that was interrupted)
let info = if let Some(p) = pending_info.take() {
p
} else {
loop {
match rx.recv_timeout(Duration::from_millis(100)) {
Ok(PlayerCommand::Play(info)) => break info,
Ok(PlayerCommand::Stop) => {
audio_output = None;
paused.store(false, Ordering::SeqCst);
*status.state.lock().unwrap() = PlayerState::Idle;
*status.current_track.lock().unwrap() = None;
status.position_secs.store(0, Ordering::Relaxed);
status.duration_secs.store(0, Ordering::Relaxed);
}
status.position_secs.store(0, Ordering::Relaxed);
Ok(PlayerCommand::SetVolume(v)) => {
status.volume.store(v, Ordering::Relaxed);
}
Ok(PlayerCommand::Seek(s)) => {
status.seek_target_secs.store(s, Ordering::Relaxed);
status.seek_requested.store(true, Ordering::SeqCst);
}
Ok(_) => {} // Pause/Resume ignored when idle
Err(RecvTimeoutError::Timeout) => {}
Err(RecvTimeoutError::Disconnected) => break 'outer,
}
}
};
let status_c = status.clone();
let stop_c = stop_flag.clone();
let paused_c = paused.clone();
// Compute ReplayGain factor
let rg_factor = info.replaygain_db
.map(|db| 10f32.powf(db as f32 / 20.0))
.unwrap_or(1.0);
*status.replaygain_gain.lock().unwrap() = rg_factor;
std::thread::spawn(move || {
match decoder::play_track(&info.url, &status_c, &stop_c, &paused_c) {
Ok(()) => {
if !stop_c.load(Ordering::SeqCst) {
*status_c.state.lock().unwrap() = PlayerState::Idle;
status_c.track_finished.store(true, Ordering::SeqCst);
}
}
Err(e) => {
eprintln!("playback error: {e}");
*status_c.state.lock().unwrap() =
PlayerState::Error(e.to_string());
}
}
});
}
PlayerCommand::Pause => {
paused.store(true, Ordering::SeqCst);
*status.state.lock().unwrap() = PlayerState::Paused;
}
PlayerCommand::Resume => {
paused.store(false, Ordering::SeqCst);
*status.state.lock().unwrap() = PlayerState::Playing;
}
PlayerCommand::Stop => {
stop_flag.store(true, Ordering::SeqCst);
*status.state.lock().unwrap() = PlayerState::Idle;
*status.current_track.lock().unwrap() = None;
status.position_secs.store(0, Ordering::Relaxed);
status.duration_secs.store(0, Ordering::Relaxed);
}
PlayerCommand::SetVolume(_) => {}
PlayerCommand::Seek(secs) => {
status.seek_target_secs.store(secs, Ordering::Relaxed);
status.seek_requested.store(true, Ordering::SeqCst);
}
},
Err(std::sync::mpsc::RecvTimeoutError::Timeout) => {}
Err(std::sync::mpsc::RecvTimeoutError::Disconnected) => break,
*status.state.lock().unwrap() = PlayerState::Playing;
*status.current_track.lock().unwrap() = Some(info.track.clone());
if let Some(dur) = info.track.duration {
status.duration_secs.store(dur as u64, Ordering::Relaxed);
}
status.position_secs.store(0, Ordering::Relaxed);
paused.store(false, Ordering::SeqCst);
match decoder::play_track_inline(&info.url, &status, &paused, &mut audio_output, &rx) {
Ok(Some(next_info)) => {
// Interrupted by a new Play — loop immediately with reused audio output
pending_info = Some(next_info);
}
Ok(None) => {
// Track finished naturally
*status.state.lock().unwrap() = PlayerState::Idle;
status.track_finished.store(true, Ordering::SeqCst);
}
Err(e) => {
eprintln!("playback error: {e}");
*status.state.lock().unwrap() = PlayerState::Error(e.to_string());
}
}
}
}