fix: prevent infinite loop in waveform rendering
- Add safety check for duration === 0 (first track scenario) - Ensure trackWidth doesn't exceed canvas width - Use Math.floor for integer loop iterations - Prevent division by zero in samplesPerPixel calculation 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -341,16 +341,17 @@ export function Track({
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}
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}
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// Calculate how much of the canvas width this track's duration occupies
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// Calculate how much of the canvas width this track's duration occupies
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const trackDurationRatio = buffer.duration / duration;
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// If duration is 0 or invalid, use full width (first track scenario)
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const trackWidth = width * trackDurationRatio;
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const trackDurationRatio = duration > 0 ? buffer.duration / duration : 1;
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const samplesPerPixel = buffer.length / trackWidth;
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const trackWidth = Math.min(width * trackDurationRatio, width);
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const samplesPerPixel = trackWidth > 0 ? buffer.length / trackWidth : 0;
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// Draw waveform
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// Draw waveform
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ctx.fillStyle = track.color;
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ctx.fillStyle = track.color;
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ctx.strokeStyle = track.color;
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ctx.strokeStyle = track.color;
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ctx.lineWidth = 1;
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ctx.lineWidth = 1;
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for (let x = 0; x < trackWidth; x++) {
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for (let x = 0; x < Math.floor(trackWidth); x++) {
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const startSample = Math.floor(x * samplesPerPixel);
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const startSample = Math.floor(x * samplesPerPixel);
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const endSample = Math.floor((x + 1) * samplesPerPixel);
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const endSample = Math.floor((x + 1) * samplesPerPixel);
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