         let renderEndSamples = minMaxX(zoomEndSamples + Int(CGFloat(displayRange) * horizontalTargetBleed), min: 0, max: totalSamples)
         let renderSampleRange = renderStartSamples..<renderEndSamples
         let widthInPixels = floor(frame.width * UIScreen.main.scale * horizontalTargetOverdraw)
-        let heightInPixels = frame.height * UIScreen.main.scale * horizontalTargetOverdraw // TODO: Vertical target overdraw?
+        let heightInPixels = frame.height * UIScreen.main.scale * horizontalTargetOverdraw
         let imageSize = CGSize(width: widthInPixels, height: heightInPixels)
         let renderFormat = FDWaveformRenderFormat(wavesColor: .black, noiseFloor: noiseFloor)
         

            loadingInProgress = true
            delegate?.waveformViewWillLoad?(self)
            
            // TODO: weak self here?
            FDAudioContext.load(fromAudioURL: audioURL) { audioContext in
                DispatchQueue.main.async {
                    if audioContext == nil {

        }

        var sampleMax = format.noiseFloor
        let samplesPerPixel = max(1, channelCount * slice.count / targetSamples)
        let filter = [Float](repeating: 1.0 / Float(samplesPerPixel), count: samplesPerPixel)

