use sexier audio waveform
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@@ -0,0 +1,219 @@
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import { useEffect, useRef } from 'react';
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interface CenteredWaveformProps {
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sourceNode: AudioNode;
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/** Canvas size in CSS pixels. */
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width?: number;
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height?: number;
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barWidth?: number;
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gap?: number;
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/** Bars are drawn with currentColor — set a text-* class to color them. */
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className?: string;
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}
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// Voice band fanned out from the center bar (lows) to the edges (highs).
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const MIN_FREQ_HZ = 100;
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const MAX_FREQ_HZ = 4500;
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// Analyser dB range mapped onto bar height; the defaults (-100/-30) waste
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// most of the range on inaudible levels.
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const MIN_DB = -75;
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const MAX_DB = -25;
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// Per-bar asymmetric smoothing time constants.
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const ATTACK_MS = 40;
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const RELEASE_MS = 220;
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// Edge bars keep a fraction of their response so the whole row stays alive
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// instead of only the middle moving.
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const EDGE_RESPONSE = 0.3;
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/**
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* Centered live voice indicator, like a meeting app's "speaking" glyph.
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* Bars fan out symmetrically from the middle: the center tracks the low
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* frequencies where voice energy lives, the edges track the highs, and a
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* cosine envelope tapers the response so the shape blooms from the center
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* while someone speaks and settles into a dot line in silence.
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*
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* Renders on canvas with an rAF loop and no React state. No reduced-motion
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* branch: the animation is signal-bearing audio feedback, not decoration,
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* and only runs while audio is being captured or played.
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*/
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export function CenteredWaveform({
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sourceNode,
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width = 168,
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height = 56,
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barWidth = 4,
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gap = 4,
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className,
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}: CenteredWaveformProps) {
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const canvasRef = useRef<HTMLCanvasElement | null>(null);
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useEffect(() => {
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const canvasEl = canvasRef.current;
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const ctx2d = canvasEl?.getContext('2d');
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if (!canvasEl || !ctx2d) return;
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// Rebind post-guard so the narrowed types carry into the closures below.
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const canvas = canvasEl;
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const drawCtx = ctx2d;
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const { analyser, detach } = attachAnalyser(sourceNode, 512);
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analyser.smoothingTimeConstant = 0.8;
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analyser.minDecibels = MIN_DB;
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analyser.maxDecibels = MAX_DB;
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const bins = new Uint8Array(analyser.frequencyBinCount);
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const stride = barWidth + gap;
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// Odd count so one bar sits exactly at the center.
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let barCount = Math.floor((width + gap) / stride);
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if (barCount % 2 === 0) barCount -= 1;
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const half = (barCount - 1) / 2;
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// Map bar k (0 = center) to a frequency bin, log-spaced so the busy low
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// end of the voice spectrum spreads across several bars.
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const binHz = sourceNode.context.sampleRate / analyser.fftSize;
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const binIndex = new Uint16Array(half + 1);
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for (let k = 0; k <= half; k++) {
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const freq =
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MIN_FREQ_HZ *
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Math.pow(MAX_FREQ_HZ / MIN_FREQ_HZ, half === 0 ? 0 : k / half);
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binIndex[k] = Math.min(bins.length - 1, Math.round(freq / binHz));
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}
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const levels = new Float32Array(half + 1);
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const ensureBackingStore = createBackingStoreScaler(
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canvas,
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drawCtx,
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width,
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height,
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);
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// currentColor, cached and refreshed periodically (theme switches show
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// within 200ms) instead of paying a computed-style read every frame.
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let fillColor = '';
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let lastColorTime = 0;
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let lastTime = performance.now();
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let rafId = 0;
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function tick() {
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const now = performance.now();
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const dt = now - lastTime;
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lastTime = now;
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analyser.getByteFrequencyData(bins);
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for (let k = 0; k <= half; k++) {
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const raw = bins[binIndex[k]] / 255;
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const envelope =
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half === 0
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? 1
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: EDGE_RESPONSE +
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(1 - EDGE_RESPONSE) * Math.cos(((k / half) * Math.PI) / 2);
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// Gamma keeps the floor quiet so silence reads as a dot line.
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const target = Math.pow(raw, 1.4) * envelope;
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// Asymmetric exponential smoothing (frame-rate independent)
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const timeConstant = target > levels[k] ? ATTACK_MS : RELEASE_MS;
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const alpha = 1 - Math.exp(-dt / timeConstant);
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levels[k] += alpha * (target - levels[k]);
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}
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if (ensureBackingStore() || !fillColor || now - lastColorTime > 200) {
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fillColor = getComputedStyle(canvas).color;
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lastColorTime = now;
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}
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drawCtx.clearRect(0, 0, width, height);
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drawCtx.fillStyle = fillColor;
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const centerX = width / 2 - barWidth / 2;
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drawCtx.beginPath();
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for (let k = 0; k <= half; k++) {
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const h = Math.max(barWidth, levels[k] * height);
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const y = (height - h) / 2;
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drawCtx.roundRect(centerX + k * stride, y, barWidth, h, barWidth / 2);
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if (k > 0) {
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drawCtx.roundRect(
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centerX - k * stride,
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y,
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barWidth,
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h,
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barWidth / 2,
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);
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}
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}
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drawCtx.fill();
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rafId = requestAnimationFrame(tick);
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}
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rafId = requestAnimationFrame(tick);
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return () => {
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cancelAnimationFrame(rafId);
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detach();
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};
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}, [sourceNode, width, height, barWidth, gap]);
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return (
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<canvas ref={canvasRef} className={className} style={{ width, height }} />
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);
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}
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/**
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* Connects an AnalyserNode to the source for visualization.
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*
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* The analyser is routed to the destination via a silent gain node — without
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* this, Chromium suspends processing on disconnected audio graphs.
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*/
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function attachAnalyser(
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sourceNode: AudioNode,
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fftSize: number,
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): { analyser: AnalyserNode; detach: () => void } {
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const ctx = sourceNode.context;
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const analyser = ctx.createAnalyser();
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analyser.fftSize = fftSize;
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sourceNode.connect(analyser);
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const silentGain = ctx.createGain();
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silentGain.gain.value = 0;
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analyser.connect(silentGain);
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silentGain.connect(ctx.destination);
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return {
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analyser,
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detach() {
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try {
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sourceNode.disconnect(analyser);
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analyser.disconnect(silentGain);
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silentGain.disconnect(ctx.destination);
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} catch {
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// Nodes may already be disconnected
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}
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},
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};
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}
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/**
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* Keeps the canvas backing store sized to width × height CSS pixels at the
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* current devicePixelRatio, rescaling if the DPR changes (window moved
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* between monitors). Call the returned function each frame; it returns true
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* when the store was (re)initialized so callers can refresh cached state.
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*/
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function createBackingStoreScaler(
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canvas: HTMLCanvasElement,
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drawCtx: CanvasRenderingContext2D,
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width: number,
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height: number,
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): () => boolean {
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let dpr = 0;
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return () => {
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const currentDpr = window.devicePixelRatio || 1;
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if (currentDpr === dpr) return false;
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dpr = currentDpr;
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canvas.width = Math.round(width * dpr);
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canvas.height = Math.round(height * dpr);
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drawCtx.setTransform(dpr, 0, 0, dpr, 0, 0);
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return true;
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};
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}
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