fix: bounce silent — AudioRoutingEngine no longer full-tears-down sink on dest change
stopAllPlayback->updateSfRouting->startTrackPlayback reroutes bridge sink twice during bounce; each dest change previously called this.disconnect() = BridgeAudioNode teardown + async worklet reload, audio swallowed into _preBuffer (bounded 64 blocks) forever if worklet never reactivates -> silent WAV (only old reverb tail). Fix: rely on BridgeAudioNode.connect() re-pointing _gainNode (already handles dest switch without teardown); init() only when not ready. Add __sfDiag ROUTE + BRIDGE_AUDIO (frames/ peak/path per sec) to verify at bounce end.
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@@ -101,6 +101,16 @@
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function onAudio(l, r) {
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if (!_initialized) init();
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var blk = { l: new Float32Array(l), r: new Float32Array(r) };
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_frames = (_frames || 0) + blk.l.length;
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for (var _i = 0; _i < blk.l.length; _i++) {
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var _a = Math.abs(blk.l[_i]); if (_a > (_peak || 0)) _peak = _a;
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var _b = Math.abs(blk.r[_i]); if (_b > (_peak || 0)) _peak = _b;
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}
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if (!_lastDiag || Date.now() - _lastDiag >= 1000) {
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_lastDiag = Date.now();
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if (window.__sfDiag) window.__sfDiag("BRIDGE_AUDIO frames=" + _frames + " peak=" + (_peak ? (20 * Math.log10(_peak)).toFixed(1) : "-inf") + "dB path=" + (_useWorklet ? "worklet" : (_preBuffer.length ? "preBuffer" : "chunks")));
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_peak = 0;
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}
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if (_useWorklet && _workletNode) {
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_workletNode.port.postMessage({ type: 'audio', l: blk.l, r: blk.r });
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return;
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