fix(perf): reduce idle CPU — gate audio sink, static shadow radius, cancel glow animation - #75
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…ancel glow animation Three idle CPU fixes: - Gate audioLevelPublisher sink on isRecording; stops 23–43 @published updates/sec from AVAudioEngine tap firing while not recording - Make idle outer shadow radius static (2 pt); animated radius forces per-frame CPU compositing at display refresh rate — only opacity animates - Wrap glowPhase=false in withAnimation(.linear(duration:0)) to explicitly cancel the running repeatForever CAAnimation on recording start, preventing animation accumulation across multiple record/stop cycles
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Summary
audioLevelPublishersink onisRecording— stops 23–43@Publishedupdates/sec from AVAudioEngine tap firing while not recordingradiusstatic (2 pt) — animated radius forced per-frame CPU compositing at display refresh rate; only opacity continues to animate (CA-native)glowPhase = falseinwithAnimation(.linear(duration: 0))— explicitly cancels the runningrepeatForeverCAAnimation on recording start, preventing animation accumulation across multiple record/stop cyclesRoot cause
Three independent idle CPU leaks:
@Publishedproperties (audioLevel,sampleBuffer), dirtying the SwiftUI view tree at tap rate even when idle.shadow(radius:)with an animated radius is not CA-native — compositor re-rendered the HUD layer at display refresh rate (60/120 Hz) for the entire app lifetimeglowPhase = falsewithoutwithAnimationleft orphanedrepeatForeverCAAnimations accumulating on the render server across record/stop cyclesTest plan