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fix(player): persist queue panel visibility + drop dead loudness binding (#336)
* feat(player): persist queue panel visibility across restarts Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(audio): drop unused resolved_loudness_gain_db binding Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -4422,7 +4422,6 @@ pub fn audio_update_replay_gain(
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},
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},
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)
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)
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});
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});
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let resolved_loudness_gain_db = cache_loudness.or(loudness_gain_db);
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let effective_loudness_db = if norm_mode == 2 {
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let effective_loudness_db = if norm_mode == 2 {
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match url_for_loudness.as_deref() {
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match url_for_loudness.as_deref() {
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Some(_u) => loudness_gain_db_after_resolve(
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Some(_u) => loudness_gain_db_after_resolve(
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@@ -3121,6 +3121,7 @@ export const usePlayerStore = create<PlayerState>()(
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currentTrack: state.currentTrack,
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currentTrack: state.currentTrack,
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queue: state.queue,
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queue: state.queue,
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queueIndex: state.queueIndex,
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queueIndex: state.queueIndex,
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isQueueVisible: state.isQueueVisible,
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// currentTime is intentionally NOT persisted here.
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// currentTime is intentionally NOT persisted here.
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// handleAudioProgress fires every 100ms and each setState with a
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// handleAudioProgress fires every 100ms and each setState with a
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// persisted field triggers a full JSON serialisation of the queue to
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// persisted field triggers a full JSON serialisation of the queue to
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