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* fix(audio): resume playback seamlessly on output device switch (#743) When the OS default output device changed (Bluetooth, USB DAC, HDMI), rodio/cpal had to reopen the stream, which silently stopped the active sink and left the engine with no playback — causing the track to restart from the beginning (or not restart at all after the null-payload bug). Root cause (null-payload): audio_set_device emitted () (unit), which Tauri serialises to JSON null. The null-guard added for the "Rust handled replay internally" signal was therefore also triggered by manual device switches, so playTrack was never called and the engine stayed silent. Fix: audio_set_device now emits the current playback position as f64 (null remains the exclusive "Rust handled" sentinel). Rust-side seamless replay (device watcher path): reopen_output_stream captures a ResumeSnapshot before the blocking stream reopen, then calls try_resume_after_device_change, which: - local files (psysonic-local://): reopens the file, builds a new seekable source, seeks to the saved position — zero frontend round-trip, no audible restart. - fully-cached HTTP tracks (stream_completed_cache / spill file): replays from the in-memory or on-disk bytes — no re-download. - partial downloads / radio / paused: returns false → falls back to the existing frontend path (seekFallbackVisualTarget + playTrack). Frontend (useAudioDeviceBridge): null payload → Rust already resumed; skip playTrack. number payload → call playTrack + seekFallbackVisualTarget(position). Visibility: pub(super) → pub(crate) on the play_input / progress_task helpers that device_watcher.rs needs to call directly. * refactor(audio): split device_resume module; add bridge tests Split the 551-line device_watcher.rs (above the ~500-line soft ceiling) by extracting ResumeSnapshot and try_resume_after_device_change into a dedicated device_resume.rs module. device_watcher.rs is now 320 lines, device_resume.rs 258 lines. Add useAudioDeviceBridge.test.ts: 9 characterisation tests covering the null-payload guard ("Rust replayed, skip playTrack"), the seek-fallback path (position > 0.5 s sets seekFallbackVisualTarget), paused-device branch (resetAudioPause), and the device-reset event path. * chore(changelog): add entry for #765 (device switch seamless resume)
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@@ -680,6 +680,14 @@ Foundational work: faster reviews, narrower diffs, and a safety net under the pa
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* Playing or shuffling a large playlist (10 000+ tracks) serialised the entire queue to `localStorage` on every persisted `set`, triggering a `QuotaExceededError` storm that killed playback and stalled the main thread. Controlled test on a 10 509-track playlist: 9 quota errors before, 0 after.
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* `partialize` now persists only a ±250-track window around the current position (≤ 501 tracks), remapping `queueIndex` into the slice. The authoritative full queue is recovered from the server via `getPlayQueue` on startup — no queue data is lost.
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### Audio — seamless playback resume on output device switch
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**By [@cucadmuh](https://github.com/cucadmuh), PR [#765](https://github.com/Psychotoxical/psysonic/pull/765)**
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* Changing the default output device (Bluetooth headphones, USB DAC, HDMI, AirPlay) used to restart the current track from the beginning. Playback now resumes at the exact position it was at, with no audible restart.
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* For local files and fully-cached HTTP tracks the Rust audio engine replays internally on the new device without any frontend round-trip. For partially-buffered HTTP streams and radio the existing frontend-restart path is kept, but resumes from the saved position via `seekFallbackVisualTarget` rather than from the beginning.
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* Root cause was a null-payload collision: `audio_set_device` was emitting a `()` (unit) payload that Tauri serialised to JSON `null`, triggering the new "Rust handled replay" guard in the frontend and silently preventing `playTrack` from being called.
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## [1.45.0] - 2026-05-04
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## Added
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