Merge pull request #11 from 1Aa1k/fix-startup-freeze

Fix #7: startup freeze (audio master clock jumps backward on cold start)
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SteadyW 2026-06-14 13:05:19 +03:00 committed by GitHub
commit bb0c096ffd
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2 changed files with 78 additions and 3 deletions

22
app.js
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@ -44,6 +44,7 @@ let selectionBuffer = null;
let lastRenderTime = 0;
let frameCount = 0, currentFps = 0, lastFpsUpdate = 0;
let streamStartTime = 0;
let audioClockOffset = null; // anchors the audio clock so it never jumps backward (issue #7)
const CHAR_LUT = new Array(128);
for (let i = 0; i < 128; i++) CHAR_LUT[i] = String.fromCharCode(i);
@ -186,6 +187,7 @@ function connectWebSocket() {
streamStartTime = performance.now();
lastRenderTime = performance.now();
lastFpsUpdate = lastRenderTime;
audioClockOffset = null; // re-anchor for this stream
requestAnimationFrame(renderFrame);
};
@ -269,11 +271,25 @@ function renderFrame(now) {
requestAnimationFrame(renderFrame);
// ── MASTER CLOCK LOGIC ──
// The audio track is the master clock, BUT it must never jump backward
// (issue #7, the cold-start freeze). On a cold load the <audio> element can
// start late: the wall-clock fallback has already advanced playback a second
// or two, and when audio finally begins, audioEl.currentTime is back near 0.
// Snapping the master clock back to ~0 makes every buffered frame read as
// "in the future", so renderFrame() returns forever and the stream freezes
// until audio catches up. The fix: the first time audio is genuinely playing,
// capture the offset between where the wall clock already is and the audio
// clock, and add it back — so the clock follows audio's *rate* without ever
// moving backward. (When audio starts promptly the offset is ~0.)
const wallClock = (now - streamStartTime) / 1000.0;
let masterClock;
if (audioEl && audioEl.readyState >= 1 && !audioEl.paused) {
masterClock = audioEl.currentTime;
if (audioEl && audioEl.readyState >= 1 && !audioEl.paused && audioEl.currentTime > 0) {
if (audioClockOffset === null) {
audioClockOffset = Math.max(0, wallClock - audioEl.currentTime);
}
masterClock = audioEl.currentTime + audioClockOffset;
} else {
masterClock = (now - streamStartTime) / 1000.0;
masterClock = wallClock;
}
if (frameBuffer.length === 0) return;