Suspend the tuner noise context once a pending resume settles

A dial click shorter than the device start-up let suspend() run on a still-suspended context, so the later resume() left it running with no nodes. Cover paused, connecting and voice-fallback releases in radioNextState tests.
This commit is contained in:
German Khokhlov committed 2026-11-03 14:32:55 +04:00
1 parent cfc83a6078
commit 81ffa5b663
5 files changed
+131 -16

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+1 -1
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@@ -181,7 +181,7 @@ export function createSelection({
current < 0
? 0
: (current + (direction < 0 ? -1 : 1) + ranked.length) % ranked.length;
// Voice defers playback, so its silent step needs a fallback; UI steps do not.
// Voice defers playback, so its silent step keeps a fallback; silent UI steps do not.
const fallbackId =
fallback && ranked.length > 1
? ranked[(nextIndex + 1) % ranked.length].id
+1 -1
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@@ -214,7 +214,7 @@ export function createTuning({ state: layerState, services, parts, source }) {
layerState._playFallbackFocus = null;
layerState._playFallbackOrigin = 'programmatic';
layerState._playFallbackAttemptId = null;
// Static covers only a connecting stream; a silent release frees the noise graph.
// Muting alone would leave the noise graph running after a silent release.
if (autoplay) parts.tuningNoise.syncTuningNoiseGain();
else parts.tuningNoise.clearRadioTuningNoise({ emit: false });
parts.presentation.emitState();
+22 -4
View File
@@ -50,6 +50,11 @@ export function createTuningNoise({
layerState._tuningNoiseGain = null;
}
function suspendTuningNoiseContext() {
const suspended = layerState._tuningNoiseContext?.suspend?.();
if (suspended?.catch) void suspended.catch(() => {});
}
function syncTuningNoiseGain() {
if (!layerState._tuningNoiseContext || !layerState._tuningNoiseGain) return;
const audible = radioTuningStaticShouldPlay({
@@ -79,8 +84,21 @@ export function createTuningNoise({
if (!AudioContextClass) return false;
if (!layerState._tuningNoiseContext)
layerState._tuningNoiseContext = new AudioContextClass();
const resumed = layerState._tuningNoiseContext.resume?.();
if (resumed?.catch) void resumed.catch(() => {});
const context = layerState._tuningNoiseContext;
const resumed = context.resume?.();
// A release before the device starts finds the context still suspended,
// so its suspend() is a no-op; suspend again once resume() settles.
if (resumed?.then)
void resumed.then(
() => {
if (
layerState._tuningNoiseContext === context &&
!layerState._tuningNoiseSource
)
suspendTuningNoiseContext();
},
() => {},
);
if (layerState._tuningNoiseSource) return true;
const frameCount = Math.max(
@@ -120,6 +138,7 @@ export function createTuningNoise({
if (layerState._tuningCameraNavigation)
parts.navigation.invalidateRadioCameraNavigation();
layerState._tuningActive = false;
layerState._tuningResumesPlayback = false;
layerState._tuningStatic = false;
layerState._tuningAwaitingStationId = null;
layerState._tuningPreviewId = null;
@@ -131,8 +150,7 @@ export function createTuningNoise({
parts.rendering.updateSelectionEntity();
syncTuningNoiseGain();
stopTuningNoiseSource();
const suspended = layerState._tuningNoiseContext?.suspend?.();
if (suspended?.catch) void suspended.catch(() => {});
suspendTuningNoiseContext();
if (emit) parts.presentation.emitState();
}
return {