docs: renumber tasks sequentially 1-13, close gaps, fix all cross-references

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2026-08-16 19:28:41 -07:00
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> a problem. Conventions: [`schema.md`](schema.md). Rewrite this file at session
> end, compaction, or any interruption.
## Session state (last updated: 2026-08-16, renumbering pass)
## Session state (last updated: 2026-08-16, renumbering finalised)
- **Branch:** `main`, tracking `origin/main`. Working tree: the **TASK 9 reusable-stream slice** is
committed + pushed (details below). Local branches `social-bar`/`webcam-validation` untouched (no secrets).
@@ -35,15 +35,15 @@
- **TASK 9 items 6-7 scoped (not built):** visibility unlock (remove temporary "always Private" enforcement)
and full broadcast form (Core + Advanced tabs with all YouTube API-supported fields). These are the
next technical tasks after live chat (item 4) and error handling (item 5).
- **TASK 12 trimmed** to technical scope only (billing decision, unlock mechanism, bug report, alerts gating).
- **TASK 10 trimmed** to technical scope only (billing decision, unlock mechanism, bug report, alerts gating).
Business details moved to `MONETIZATION.md`.
- **TASK 15 added** — marcom/launch kit. Business details moved to `MARCOM.md`. Queued after all v1 features.
- **TASK 13 added** — marcom/launch kit. Business details moved to `MARCOM.md`. Queued after all v1 features.
- **Backlog updated** — removed v0.3 (stream scheduling, not needed for casual streamers). Multi-destination
restreaming noted as "congrats, you're ready for OBS" moment.
- **Resume point (next branch):** **TASK 9 item 4 — live chat** (`liveChat/messages` poll, right-panel
render, Super Chat + membership badges). Then item 5 (error handling), item 6 (visibility unlock),
item 7 (full broadcast form), then TASK 12 (billing + unlock + support).
- **TASK 14 — MASTER LIMITER — COMMITTED + PUSHED 2026-08-15.** Queued from the TRAX discussion: the
item 7 (full broadcast form), then TASK 10 (billing + unlock + support).
- **TASK 12 — MASTER LIMITER — COMMITTED + PUSHED 2026-08-15.** Queued from the TRAX discussion: the
live mix summed mic + loopback with no ceiling, so hot gains could pass 0 dBFS and clip the AAC
encode. New pure `Services/Audio/MasterLimiter.cs` (−1 dBFS ceiling, instant attack per frame,
smoothed release) applied at the end of `AudioMixer.FillAndMix`. ONE integration test
@@ -56,7 +56,7 @@
TRAX music played). The whole `IGameAudioDetector`/`GameAudioDetector`/`GameAudioHysteresis` stack +
the VM's 250ms poll timer + its two test files were **deleted**; the bar is now permanently overlaid
at the bottom of the preview. Build **0 warnings**, full suite green.
- **TASK 13 — POST-PAUSE POLISH BATCH — SHIPPED + COMMITTED + PUSHED 2026-08-15.** All 8 creator
- **TASK 11 — POST-PAUSE POLISH BATCH — SHIPPED + COMMITTED + PUSHED 2026-08-15.** All 8 creator
review issues fixed in one branch (details below). Build **0 warnings**, full suite **197 passing**
(ONE integration test for that branch: `AudioPipelineTests.Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback`).
- **AUDIO MILESTONE (TASK 8) — SHIPPED + COMMITTED + PUSHED.** Real stream audio + voice filters +
@@ -67,12 +67,12 @@
lapse → list on renewal. Free tier unchanged (branding flash = the billboard + no Alerts; Alerts is
the paid feature). **Billing NOT itch-locked**; candidates Gumroad (native affiliates =
tiebreaker) / Lemon Squeezy. Support = in-app bug-report → git issues. Full policy in `ai.md` →
Monetization; scoped plan in `TASKS.md` **TASK 12**.
Monetization; scoped plan in `TASKS.md` **TASK 10**.
- **Secrets scrubbed from git history.** The DO token + passwords were purged via `git filter-branch`
+ `git gc --prune=now --aggressive` (all-refs scan = 0 hits); values still exist in chat — keep
treating as **compromised**; rotate the DO API token.
- **Shipped, all pushed:** TASK 9 items 1–3 (reusable stream + health banner, 2026-08-16), TASK 14
master limiter, TASK 13 polish batch, TASK 11 (creator-hub About, `3d92bd0`), TASK 7 (meter +10 dB),
- **Shipped, all pushed:** TASK 9 items 1–3 (reusable stream + health banner, 2026-08-16), TASK 12
master limiter, TASK 11 polish batch, creator-hub About (`3d92bd0`), TASK 7 (meter +10 dB),
TASK 4 ship step 7 (one-click go-live + private-only), TASK 8 audio milestone (`6d71ace`), secrets
cleanup (`f2f6401`), monetization docs (`86fcd86`).
@@ -129,9 +129,9 @@ mappings, and the design's bottom-strip YouTube logo/green-red dot (clickable
+ the ONE integration test `GetStreamHealthAsync_Report_By_Exception_Banner_Only_On_Warning_Or_Error`
(real service JSON parse → real reporter: good → no banner, error issue → banner text + error color).
## TASK 13 — the 8-issue polish batch — SHIPPED 2026-08-15 (what changed)
## TASK 11 — the 8-issue polish batch — SHIPPED 2026-08-15 (what changed)
The creator's review of the TASK 8 build, all fixed in one branch (full record in `TASKS.md` TASK 13).
The creator's review of the TASK 8 build, all fixed in one branch (full record in `TASKS.md` TASK 11).
1. ✅ **Desktop/game audio volume slider had no effect** — the `AudioMixer` gain seams defaulted to
unity (the VM never passed them): the slider/mute were decorative, stream AND local. Fixed with a
@@ -175,7 +175,7 @@ sound or TRAX played, so it sat hidden during normal use. Fix = the bar is now *
- **MainWindow.xaml:** dropped the `Visibility` binding on the preview-overlay game bar; it renders
unconditionally (TRAX button + "Desktop Audio" label + meter + mute + volume unchanged).
## TASK 14 — master limiter 2026-08-15 (what changed)
## TASK 12 — master limiter 2026-08-15 (what changed)
Came out of the TRAX discussion (file-size guard? 20% cap? sound-event balance?). Verdict: two of the
three instincts were already satisfied, one real gap existed:
@@ -207,7 +207,7 @@ and `ai.md` ("Live audio capture"). Highlights:
before `_framePump.StopAsync()`.
- **2-input mix (mic + loopback)**, honest gains: `micGain = MicVolume` (mute = 0),
`loopbackGain = GameMuted ? 0 : GameAudioVolume` × duck. No third music channel.
- **Voice chain on the mic** (TASK 10), before meter AND mix: bass 120 Hz +4 dB → treble 8 kHz +3 dB →
- **Voice chain on the mic** (TASK 8), before meter AND mix: bass 120 Hz +4 dB → treble 8 kHz +3 dB →
gate (0.005 / hysteresis 0.5) → compressor (0.5, 4:1). Pure TDF2 DSP, per-sample, always on.
- **Auto-duck:** mic RMS > 0.02 → loopback ×0.25 (−12 dB), attack 0.05 / release 0.005.
- **TRAX (free BGM):** `MusicPlayer` = MediaFoundationReader → `VolumeWaveProvider16` at fixed **0.20** →
@@ -224,7 +224,7 @@ and `ai.md` ("Live audio capture"). Highlights:
start-of-stream silence race was seen and eliminated).
**Out of scope this branch:** IP webcam, chat box, alt-key crop, credits, bg removal, music-off-VOD
track (YouTube mutes VODs with copyrighted music — future feature), `PremiumUrl` (TASK 12 seam).
track (YouTube mutes VODs with copyrighted music — future feature), `PremiumUrl` (TASK 10 seam).
- **Landmines:**
- Never add another test that constructs `new App()` — use `RealAppHost.Run(...)` (shared STA host
+115 -88
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@@ -5,8 +5,9 @@
> **Checklist markers** — every task's Status list uses the same states:
> 1. ✅ — completed (green check)
> 2. ☐ — not completed / pending (empty box)
> 3. ❌ — exception (blocked, known-issue, or deliberately excluded from this build)
> 2. 🔶 — in progress (amber diamond)
> 3. ☐ — not completed / pending (empty box)
> 4. ❌ — exception (blocked, known-issue, or deliberately excluded from this build)
## YouTube Live API — research facts (authoritative, v3 build)
@@ -53,6 +54,8 @@ Lifecycle: `created → ready → [testing] → live → complete` (transitional
---
---
## TASK 2 — YouTube OAuth2 Authentication
**Goal:** Fully working Google OAuth2 flow — user clicks "YouTube", browser opens, authorization callback lands, channel info is stored.
@@ -89,6 +92,8 @@ Lifecycle: `created → ready → [testing] → live → complete` (transitional
---
---
## TASK 3 — Capture Pipeline (Scenes/Sources)
**Goal:** Real video preview in the center panel — the minimal source set below, composited per scene.
@@ -115,7 +120,7 @@ Lifecycle: `created → ready → [testing] → live → complete` (transitional
18. ☐ **Chat box** — YouTube live chat rendered *on* the stream so viewers read along in-video
19. ❌ **Background removal (milestone 2)** — ONNX Runtime + DirectML, MediaPipe Selfie Segmentation — deliberately NOT in this build
20. ☐ **Alerts** — Super Chat / membership / subscribe pop-ins; build after the six; **the one paid feature** (see Monetization in `ai.md`)
21. ✅ **Logo + richer in-app About (2026-08-13, queued → 2026-08-14 SHIPPED)** — the ytLlive wordmark in the top bar opens the About overlay (already wired); the About overlay is now the **creator hub**: the real logo (the "llama fortnite superman logo" from the creator's vault, copied to `Assets/llama-logo.png` — the creator's own art, no third-party license), plus **creator-hub links** — llama chile shop on YouTube (`MainViewModel.ChannelUrl`), Mastodon (`https://mastodon.llamachile.tube/@gramps`), **Buy me a coffee** (`https://buymeacoffee.com/llamachiley` — live), and **Unlock Premium** (greyed "coming soon" — the **billing** product URL is a tabled seam, `PremiumUrl`, until TASK 12 picks the subscription provider). A **Licenses & legal** button flips the About overlay to an in-app scrolling panel that loads the full `THIRD-PARTY-NOTICES.txt` text (`MainViewModel.ShowLicenses` reads the shipped file from the executable directory on first open; graceful "not found" fallback — **never the OS viewer, everything stays in-app**); "← Back to About" returns. The About overlay is also the in-app home of the notices — the top-bar About button that opened the file in the OS viewer was removed on 2026-08-13 for exactly this reason. Integration test (Good Dog Rule — ONE): `AboutHubTests.About_Opens_InApp_Licensing_Loads_Shipped_Notices` drives the real window + VM, asserting the hub opens, the link URLs are real, the licensing panel loads the shipped notices text (contains "Third-Party Notices" + "LGPL"), and back returns to the hub. 174 tests passing, 0 warnings
21. ✅ **Logo + richer in-app About (2026-08-13, queued → 2026-08-14 SHIPPED)** — the ytLlive wordmark in the top bar opens the About overlay (already wired); the About overlay is now the **creator hub**: the real logo (the "llama fortnite superman logo" from the creator's vault, copied to `Assets/llama-logo.png` — the creator's own art, no third-party license), plus **creator-hub links** — llama chile shop on YouTube (`MainViewModel.ChannelUrl`), Mastodon (`https://mastodon.llamachile.tube/@gramps`), **Buy me a coffee** (`https://buymeacoffee.com/llamachiley` — live), and **Unlock Premium** (greyed "coming soon" — the **billing** product URL is a tabled seam, `PremiumUrl`, until TASK 10 picks the subscription provider). A **Licenses & legal** button flips the About overlay to an in-app scrolling panel that loads the full `THIRD-PARTY-NOTICES.txt` text (`MainViewModel.ShowLicenses` reads the shipped file from the executable directory on first open; graceful "not found" fallback — **never the OS viewer, everything stays in-app**); "← Back to About" returns. The About overlay is also the in-app home of the notices — the top-bar About button that opened the file in the OS viewer was removed on 2026-08-13 for exactly this reason. Integration test (Good Dog Rule — ONE): `AboutHubTests.About_Opens_InApp_Licensing_Loads_Shipped_Notices` drives the real window + VM, asserting the hub opens, the link URLs are real, the licensing panel loads the shipped notices text (contains "Third-Party Notices" + "LGPL"), and back returns to the hub. 174 tests passing, 0 warnings
22. ✅ **Voice filters on the mic channel (2026-08-13 queued → SHIPPED 2026-08-14 inside TASK 9, the audio milestone)** — the standard four applied to the sound input path (before the meter/encoder mix): **bass boost, treble, noise suppression, compressor** (set decided with the creator 2026-08-13). Noise suppression = a **pure-C# noise gate** (creator chose over RNNoise / a second ffmpeg `afftdn` pipe, 2026-08-14 — KISS). Always-on — no UI knobs; the mic stays the creator's single audio control
### The Minimal Source Set (design decision — do not expand casually)
@@ -193,6 +198,8 @@ Preview shows the transition too (WYSIWYG). No wipes/slides/LUTs beyond the four
---
---
## TASK 4 — RTMP Ingest to YouTube
**Goal:** Push encoded video to YouTube's RTMP ingest.
@@ -526,88 +533,6 @@ the validator → persisted), compositor bar overlay (top/bottom + above-flash),
---
## TASK 8 — Audio milestone: real stream audio + voice filters + TRAX music (2026-08-14)
**Goal:** every audio issue done and tested in one branch — real mic/game audio reaches the encoder (replacing the `anullsrc` silence), `MicVolume`/`GameAudioVolume`/mute become real pre-AAC gains, TASK 10's voice filters land, auto-duck keeps the creator's voice over game + music, and a free background-music source ("TRAX") plays into the sound bar and the stream.
### Status: ✅ SHIPPED 2026-08-14 — 196 tests passing, 0 warnings (ONE integration test: `AudioPipelineTests.Mix_WithFiltersDuckAndGain_Lands_On_AudioPipe`)
1. ✅ **Real audio into the encoder** — the mixer's loopback samples were **dropped today** (`AudioMixer.OnLoopbackSample` metered only) and `MicVolume` was meter-only; `FfmpegArgs.cs:28` ran `-f lavfi -i anullsrc` (silence). Transport: **ffmpeg reads a Windows named pipe** — `-f f32le -ar 48000 -ac 2 -i \\.\pipe\ytllive_audio` replaces the anullsrc block, plus explicit `-map 0:v -map 1:a`; pipe name via `EncoderOptions.AudioPipeName` (`DefaultAudioPipeName = "ytllive_audio"`). Mixer stays **two inputs (mic + loopback)** — no N-source abstraction, no `StereoMixer` class. The VM owns the pipe lifecycle (`BeginGoLive` → `_audioMixer.StartLive(pipeName)`, `StopStream` → `_audioMixer.StopLive()` before the pump stops); `FfmpegEncoder.cs` is untouched.
2. ✅ **Honest gains reach the stream** — `MicVolume` scales the mic channel; `GameAudioVolume` + mute scale the loopback channel (the "mute in preview but stream still plays" footgun dies with it). One knob per input = KISS. Implemented as `Func<double>` gain seams on `AudioMixer` (`micGain`/`loopbackGain`), wired by `MainViewModel`.
3. ✅ **Voice filters (TASK 10, before the meter AND the mix)** — `VoiceFilterChain`: bass (`LowShelfFilter` 120 Hz +4 dB) → treble (`HighShelfFilter` 8 kHz +3 dB) → **noise gate** (pure C#, creator's choice) → compressor (threshold 0.5, 4:1). Pure stateful DSP (TDF2), sine-in unit tests. Meter stays post-filter.
4. ✅ **Auto-duck** — pure envelope (`AutoDucker`): mic RMS > 0.02 → game+music dip ×0.25 (~12 dB), attack 0.05 / release 0.005, recover on release. Always-on, no knobs. Strong form of the creator's "voice always over the game volume" idea.
5. ✅ **TRAX — background music, FREE** (keeps the one paid line = Alerts + flash removal). `MusicPlayer`: NAudio `MediaFoundationReader` (mp3/wav/m4a) → `VolumeWaveProvider16` at the hardcoded **0.20** (fixed, not changeable) → `WaveOutEvent` on the default device (added the sibling `NAudio.WinMM` 2.2.1 package — `WaveOutEvent` isn't in `NAudio.Wasapi`), loop on end. **No 3rd mixer input and no `MusicVolume`** — music plays on the desktop, the existing loopback picks it up: heard in headphones, the sound-bar meter bounces, and the stream carries it through the loopback channel (ducked with game when the voice is hot). Known wrinkle (out of scope): YouTube mutes VODs carrying copyrighted music — future "music on live, off VOD".
6. ✅ **TRAX footer control (final spec, agreed 2026-08-14)** — `YtButtonSecondary`, **status dot + "TRAX"** text, in the center footer stack beside MIC:
- **Status dot** (same 8px Ellipse pattern as MIC/Socials): **red** no track loaded · **yellow** loaded not playing · **green** playing.
- **Left-click** → toggle play/pause; no track loaded → opens the picker instead.
- **Right-click** → always opens the in-app track picker (`TraxButton_PreviewMouseRightButtonUp`, code-behind pattern like `GameSpeaker_MouseLeftButtonUp`, `e.Handled = true` so no context menu).
- **Tooltip** → playing/loaded track name; "No track — right-click to choose background music" when empty.
- **No slider** — volume is the 0.20 constant. Picker = plain OS `OpenFileDialog` filtered to mp3/wav/m4a/aac/flac/ogg.
7. ✅ **Sound bar shows music** — `IsGameAudioBarVisible = gameDetectorProducingSound || isMusicPlaying`; relabelled "Game Audio Capture" → **"Desktop Audio"** (TRAX rides the same channel). **Follow-up (2026-08-15): the gating is gone — the game audio bar is ALWAYS visible** (the `IGameAudioDetector`/`GameAudioDetector`/`GameAudioHysteresis` stack + the VM's 250ms poll timer and their tests were deleted; the bar kept hiding the desktop meter when no full-screen game with sound was up, and the creator wants it pinned).
8. ✅ **Capture hardening (design changed at build time)** — the plan's "force IEEE-float 48 kHz on both WASAPI sources" was **dropped**: NAudio 2.2.1's `WasapiCapture` exposes no overridable `GetDefaultMixFormat`, so both sources capture the device's own mix format and the mixer's pure `TinyResampler` normalizes any rate/channel count to 48 kHz stereo (the resampler IS the design, not a fallback). Stop path disposes the audio pipe (EOF) in `MainViewModel.StopStream` before the pump stops, so both ffmpeg inputs end in order.
9. ✅ **Schema v9** — single-row `Music` (`TrackPath`, `IsEnabled`; volume is the 0.20 constant) + migration in `LayoutStore.cs` (`user_version` 9; `Save` gained an optional `Music? music = null` param so existing 3-arg callers still compile; load query + null reset).
10. ✅ **Docs in the same commit** — `ai.md` audio section rewritten ("one knob per input", 2-in mix, auto-duck, TRAX free, VOD-mute wrinkle), TASK 10's status, this task's status, HANDOFF.
**Files (new):** `Services/Audio/VoiceFilterChain.cs` (+ `LowShelfFilter`/`HighShelfFilter`/`NoiseGate`/`Compressor`), `Services/Audio/AudioRingBuffer.cs` (async-arrival source buffers), `Services/Audio/AutoDucker.cs`, `Services/Audio/TinyResampler.cs`, `Services/Audio/MusicPlayer.cs`, `Services/Audio/NamedPipeAudioWriter.cs` (+ `IAudioPipeWriter` seam), `Models/Music.cs`.
**Files (changed):** `AudioMixer.cs` (filter chain before meter+mix, loopback into the mix, gains via `Func<double>` seams, ducker, silence-filler so the pipe never stalls, `StartLive`/`StopLive`), `WasapiMicAudioSource.cs` (device mix format — resampler normalizes; no forced format), `FfmpegArgs.cs` (named-pipe input + `-map`, name via `EncoderOptions.AudioPipeName`), `EncoderOptions.cs` (`AudioPipeName`), `ytLive.csproj` (`NAudio.WinMM` 2.2.1 for `WaveOutEvent`), `LayoutStore.cs` (schema v9), `MainViewModel.cs`/`MainWindow.xaml`/`MainWindow.xaml.cs` (footer TRAX group, sound-bar visibility OR music, go-live starts the pipe, end closes it first).
**Testing (Good Dog Rule — ONE integration test):** `AudioPipelineTests.Mix_WithFiltersDuckAndGain_Lands_On_AudioPipe` — real filter chain + mixer + ducker + `NamedPipeAudioWriter`, fake `IAudioSource`s, test-side `NamedPipeClientStream` reads the bytes and asserts post-filter/post-gain/post-duck mixed stereo (ring buffers pre-filled so the first pipe tick already carries real audio — avoids a start-of-stream silence race). Units: each DSP stage (known sine-in → expected gain), ring buffer wrap/underflow/overwrite, ducker envelope, resampler (down/up/stateful/identity), `FfmpegArgs` pipe+map, schema v9 roundtrip + no-music-row. Existing tests stay green.
**Out of scope (this branch):** IP webcam (video-only when it lands — never an audio input), chat box source (TASK 3 item 18), alt-key crop, credits, background removal, music-off-VOD, `PremiumUrl` (TASK 12 seam).
---
## TASK 9 — YouTube Live Stream Management
**Goal:** Create/bind broadcasts, monitor YouTube-side stream health — the v3 way.
### Status: ⏳ In progress — items 1–3 SHIPPED (reusable stream 2026-08-16; report-by-exception health 2026-08-16); items 4–7 still open (each its own branch/PR)
1. ☑ **Broadcast creation** — title/description/privacy/scheduledStartTime via API, with the v3 flags above (SHIPPED: `CreateBroadcast` sends `enableAutoStart/Stop`, `enableMonitorStream=false`, `latencyPreference=low`, `selfDeclaredMadeForKids=false`)
2. ☑ **Reusable stream** — create once, cache + reuse; bind to broadcast (SHIPPED: `GetOrCreateReusableStreamAsync` lists-then-inserts the `variable`/`isReusable` stream, cached via `LayoutStore` Settings, bound at broadcast insert via `boundStreamId`; `_rtmpUrlProvider` yields the ingest URL so go-live actually encodes + pushes)
3. ☑ **Health monitoring** — poll `liveStreams.list` `healthStatus` + `configurationIssues[]`, surface banner only on warning/error (SHIPPED: `GetStreamHealthAsync(streamId)` 30s while live; pure `StreamHealthReporter.BannerFor` = report-by-exception; banner strip under the top bar, amber warning / dark-red error, via `HealthIssueBanner`/`HealthIssueBackground`; poll failures log-only; ONE integration test `GetStreamHealthAsync_Report_By_Exception_Banner_Only_On_Warning_Or_Error`)
4. ☐ Live chat — poll `liveChat/messages`, render in right panel, support Super Chat + membership badges
5. ☐ Error handling — the YouTube error codes: `errorStreamInactive`, `invalidTransition`, `redundantTransition`, `liveStreamDeletionNotAllowed`, `liveStreamModificationNotAllowed`, `liveBroadcastBindingNotAllowed`
6. ☐ **Visibility picker** — remove temporary "always Private" enforcement (shipped as test-only; now unlocked for v1). User picks Private/Unlisted/Public from the go-live dialog. Trivial: remove the hardcoded override in `YouTubeStreamService.CreateBroadcast` (currently `privacyStatus = "private"` regardless of dialog selection)
7. ☐ **Full broadcast form** — expose all YouTube API-supported fields in the go-live dialog. Core tab: title, description, visibility, made-for-kids, schedule (start + optional end). Advanced tab (expandable, sane defaults): latency (Normal/Low/Ultra-Low), DVR, embed, record-from-start, projection (rectangular/360°), closed captions, auto-start, auto-stop, monitor stream, region restrictions. Monetization via `liveBroadcasts.update` (insert-only on that resource) — separate step after broadcast creation. Remove unsupported `categoryId` (not a `liveBroadcast` field, silently ignored)
### Design decisions (v3)
1. **One-click go-live** — `liveBroadcasts.insert` with `enableAutoStart=true`, `enableAutoStop=true`, `enableMonitorStream=false`, `selfDeclaredMadeForKids=false`, `latencyPreference=low`. No `transition(live)` call, no testing stage, no liveStarting polling. Encoder starts → YouTube brings it live by itself.
2. **Variable reusable stream** — `cdn.resolution=variable`, `cdn.frameRate=variable`, `isReusable=true`. Create once per channel, cache ingestion URL + stream name, reuse for every broadcast. Any quality tier works without recreation; auto step-down needs no API calls.
3. **Report-by-exception** — poll `liveStreams.list`; banner only on `healthStatus` warning/error issues (`configurationIssues[]`). Bottom strip = YouTube logo + green/red connection dot (clickable → opens the dialog).
4. **One dialog, three states** — `not connected` (sign-in) / `connected-offline` (all editable) / `live` (title + description + visibility editable; quality + account greyed out). Both entry points (Start Stream button + bottom strip) open it; prefilled from saved session profile.
5. **Live edits** — `liveBroadcasts.update` with part=`snippet,status` for title/description/privacy.
6. **End stream** — stop encoder → `transition(complete)`, with `enableAutoStop` as the safety net.
7. **Broadcast ID == Video ID** — one ID to track status, health, and the auto-created VOD (`recordFromStart` + `enableDvr`).
### Requirements:
1. **Broadcast creation** — title/description/privacy/scheduledStartTime via API, with the v3 flags above
2. **Reusable stream** — create once, cache + reuse; bind to broadcast
3. **Health monitoring** — poll `liveStreams.list` `healthStatus` + `configurationIssues[]`, surface banner only on warning/error
4. **Live chat** — poll `liveChat/messages`, render in right panel, support Super Chat + membership badges
5. **Error handling** — the YouTube error codes: `errorStreamInactive`, `invalidTransition`, `redundantTransition`, `liveStreamDeletionNotAllowed`, `liveStreamModificationNotAllowed`, `liveBroadcastBindingNotAllowed`
6. **Visibility picker** — Private/Unlisted/Public from the go-live dialog
7. **Full broadcast form** — Core + Advanced tabs with all API-supported fields
---
## TASK 12 — Monetization: subscription billing + in-app unlock + support
**Goal:** annual subscription billing, in-app unlock seam, and in-app bug-report → git-issues support loop.
**Business details (pricing, billing research, revenue projections) in `MONETIZATION.md` (gitignored).**
### Status: 🔶 Scoped — nothing built
1. ☐ **Billing provider decision** — Gumroad vs Lemon Squeezy (see MONETIZATION.md for comparison)
2. ☐ **Unlock mechanism** — license-key entry + online/offline verification + persisted entitlement (extends `LayoutStore`, schema bump) + renewal/lapse handling
3. ☐ **In-app bug-report → git issues** — built-in report control; good error codes first, optional log attachment with transparency about what's being sent
4. ☐ **"Unlock Premium" seam** — the About hub's greyed button (`PremiumUrl`) lights up and routes to billing/unlock
5. ☐ **Alerts gating** — Super Chat pop-ins gated behind subscription state
---
## TASK 5 — Layout Persistence (SQLite)
@@ -655,6 +580,8 @@ the validator → persisted), compositor bar overlay (top/bottom + above-flash),
---
---
## TASK 6 — UI polish batch (scenes/sources rows, dedup naming, social bar)
**Goal:** clean up the two side lists and the social bar per gramps's review.
@@ -675,6 +602,8 @@ the validator → persisted), compositor bar overlay (top/bottom + above-flash),
---
---
## TASK 7 — Meter scaling amplification (voice meter uses the full bar)
**Goal:** the mic (and game) meters feel light — speech peaks should peg into the red at maxed volume.
@@ -691,7 +620,99 @@ the validator → persisted), compositor bar overlay (top/bottom + above-flash),
---
## TASK 13 — Post-pause polish batch: the creator's 8 review issues (2026-08-15, shipped)
---
## TASK 8 — Audio milestone: real stream audio + voice filters + TRAX music (2026-08-14)
**Goal:** every audio issue done and tested in one branch — real mic/game audio reaches the encoder (replacing the `anullsrc` silence), `MicVolume`/`GameAudioVolume`/mute become real pre-AAC gains, TASK 10's voice filters land, auto-duck keeps the creator's voice over game + music, and a free background-music source ("TRAX") plays into the sound bar and the stream.
### Status: ✅ SHIPPED 2026-08-14 — 196 tests passing, 0 warnings (ONE integration test: `AudioPipelineTests.Mix_WithFiltersDuckAndGain_Lands_On_AudioPipe`)
1. ✅ **Real audio into the encoder** — the mixer's loopback samples were **dropped today** (`AudioMixer.OnLoopbackSample` metered only) and `MicVolume` was meter-only; `FfmpegArgs.cs:28` ran `-f lavfi -i anullsrc` (silence). Transport: **ffmpeg reads a Windows named pipe** — `-f f32le -ar 48000 -ac 2 -i \\.\pipe\ytllive_audio` replaces the anullsrc block, plus explicit `-map 0:v -map 1:a`; pipe name via `EncoderOptions.AudioPipeName` (`DefaultAudioPipeName = "ytllive_audio"`). Mixer stays **two inputs (mic + loopback)** — no N-source abstraction, no `StereoMixer` class. The VM owns the pipe lifecycle (`BeginGoLive` → `_audioMixer.StartLive(pipeName)`, `StopStream` → `_audioMixer.StopLive()` before the pump stops); `FfmpegEncoder.cs` is untouched.
2. ✅ **Honest gains reach the stream** — `MicVolume` scales the mic channel; `GameAudioVolume` + mute scale the loopback channel (the "mute in preview but stream still plays" footgun dies with it). One knob per input = KISS. Implemented as `Func<double>` gain seams on `AudioMixer` (`micGain`/`loopbackGain`), wired by `MainViewModel`.
3. ✅ **Voice filters (TASK 10, before the meter AND the mix)** — `VoiceFilterChain`: bass (`LowShelfFilter` 120 Hz +4 dB) → treble (`HighShelfFilter` 8 kHz +3 dB) → **noise gate** (pure C#, creator's choice) → compressor (threshold 0.5, 4:1). Pure stateful DSP (TDF2), sine-in unit tests. Meter stays post-filter.
4. ✅ **Auto-duck** — pure envelope (`AutoDucker`): mic RMS > 0.02 → game+music dip ×0.25 (~12 dB), attack 0.05 / release 0.005, recover on release. Always-on, no knobs. Strong form of the creator's "voice always over the game volume" idea.
5. ✅ **TRAX — background music, FREE** (keeps the one paid line = Alerts + flash removal). `MusicPlayer`: NAudio `MediaFoundationReader` (mp3/wav/m4a) → `VolumeWaveProvider16` at the hardcoded **0.20** (fixed, not changeable) → `WaveOutEvent` on the default device (added the sibling `NAudio.WinMM` 2.2.1 package — `WaveOutEvent` isn't in `NAudio.Wasapi`), loop on end. **No 3rd mixer input and no `MusicVolume`** — music plays on the desktop, the existing loopback picks it up: heard in headphones, the sound-bar meter bounces, and the stream carries it through the loopback channel (ducked with game when the voice is hot). Known wrinkle (out of scope): YouTube mutes VODs carrying copyrighted music — future "music on live, off VOD".
6. ✅ **TRAX footer control (final spec, agreed 2026-08-14)** — `YtButtonSecondary`, **status dot + "TRAX"** text, in the center footer stack beside MIC:
- **Status dot** (same 8px Ellipse pattern as MIC/Socials): **red** no track loaded · **yellow** loaded not playing · **green** playing.
- **Left-click** → toggle play/pause; no track loaded → opens the picker instead.
- **Right-click** → always opens the in-app track picker (`TraxButton_PreviewMouseRightButtonUp`, code-behind pattern like `GameSpeaker_MouseLeftButtonUp`, `e.Handled = true` so no context menu).
- **Tooltip** → playing/loaded track name; "No track — right-click to choose background music" when empty.
- **No slider** — volume is the 0.20 constant. Picker = plain OS `OpenFileDialog` filtered to mp3/wav/m4a/aac/flac/ogg.
7. ✅ **Sound bar shows music** — `IsGameAudioBarVisible = gameDetectorProducingSound || isMusicPlaying`; relabelled "Game Audio Capture" → **"Desktop Audio"** (TRAX rides the same channel). **Follow-up (2026-08-15): the gating is gone — the game audio bar is ALWAYS visible** (the `IGameAudioDetector`/`GameAudioDetector`/`GameAudioHysteresis` stack + the VM's 250ms poll timer and their tests were deleted; the bar kept hiding the desktop meter when no full-screen game with sound was up, and the creator wants it pinned).
8. ✅ **Capture hardening (design changed at build time)** — the plan's "force IEEE-float 48 kHz on both WASAPI sources" was **dropped**: NAudio 2.2.1's `WasapiCapture` exposes no overridable `GetDefaultMixFormat`, so both sources capture the device's own mix format and the mixer's pure `TinyResampler` normalizes any rate/channel count to 48 kHz stereo (the resampler IS the design, not a fallback). Stop path disposes the audio pipe (EOF) in `MainViewModel.StopStream` before the pump stops, so both ffmpeg inputs end in order.
9. ✅ **Schema v9** — single-row `Music` (`TrackPath`, `IsEnabled`; volume is the 0.20 constant) + migration in `LayoutStore.cs` (`user_version` 9; `Save` gained an optional `Music? music = null` param so existing 3-arg callers still compile; load query + null reset).
10. ✅ **Docs in the same commit** — `ai.md` audio section rewritten ("one knob per input", 2-in mix, auto-duck, TRAX free, VOD-mute wrinkle), TASK 10's status, this task's status, HANDOFF.
**Files (new):** `Services/Audio/VoiceFilterChain.cs` (+ `LowShelfFilter`/`HighShelfFilter`/`NoiseGate`/`Compressor`), `Services/Audio/AudioRingBuffer.cs` (async-arrival source buffers), `Services/Audio/AutoDucker.cs`, `Services/Audio/TinyResampler.cs`, `Services/Audio/MusicPlayer.cs`, `Services/Audio/NamedPipeAudioWriter.cs` (+ `IAudioPipeWriter` seam), `Models/Music.cs`.
**Files (changed):** `AudioMixer.cs` (filter chain before meter+mix, loopback into the mix, gains via `Func<double>` seams, ducker, silence-filler so the pipe never stalls, `StartLive`/`StopLive`), `WasapiMicAudioSource.cs` (device mix format — resampler normalizes; no forced format), `FfmpegArgs.cs` (named-pipe input + `-map`, name via `EncoderOptions.AudioPipeName`), `EncoderOptions.cs` (`AudioPipeName`), `ytLive.csproj` (`NAudio.WinMM` 2.2.1 for `WaveOutEvent`), `LayoutStore.cs` (schema v9), `MainViewModel.cs`/`MainWindow.xaml`/`MainWindow.xaml.cs` (footer TRAX group, sound-bar visibility OR music, go-live starts the pipe, end closes it first).
**Testing (Good Dog Rule — ONE integration test):** `AudioPipelineTests.Mix_WithFiltersDuckAndGain_Lands_On_AudioPipe` — real filter chain + mixer + ducker + `NamedPipeAudioWriter`, fake `IAudioSource`s, test-side `NamedPipeClientStream` reads the bytes and asserts post-filter/post-gain/post-duck mixed stereo (ring buffers pre-filled so the first pipe tick already carries real audio — avoids a start-of-stream silence race). Units: each DSP stage (known sine-in → expected gain), ring buffer wrap/underflow/overwrite, ducker envelope, resampler (down/up/stateful/identity), `FfmpegArgs` pipe+map, schema v9 roundtrip + no-music-row. Existing tests stay green.
**Out of scope (this branch):** IP webcam (video-only when it lands — never an audio input), chat box source (TASK 3 item 18), alt-key crop, credits, background removal, music-off-VOD, `PremiumUrl` (TASK 10 seam).
---
---
## TASK 9 — YouTube Live Stream Management
**Goal:** Create/bind broadcasts, monitor YouTube-side stream health — the v3 way.
### Status: ⏳ In progress — items 1–3 SHIPPED (reusable stream 2026-08-16; report-by-exception health 2026-08-16); items 4–7 still open (each its own branch/PR)
1. ☑ **Broadcast creation** — title/description/privacy/scheduledStartTime via API, with the v3 flags above (SHIPPED: `CreateBroadcast` sends `enableAutoStart/Stop`, `enableMonitorStream=false`, `latencyPreference=low`, `selfDeclaredMadeForKids=false`)
2. ☑ **Reusable stream** — create once, cache + reuse; bind to broadcast (SHIPPED: `GetOrCreateReusableStreamAsync` lists-then-inserts the `variable`/`isReusable` stream, cached via `LayoutStore` Settings, bound at broadcast insert via `boundStreamId`; `_rtmpUrlProvider` yields the ingest URL so go-live actually encodes + pushes)
3. ☑ **Health monitoring** — poll `liveStreams.list` `healthStatus` + `configurationIssues[]`, surface banner only on warning/error (SHIPPED: `GetStreamHealthAsync(streamId)` 30s while live; pure `StreamHealthReporter.BannerFor` = report-by-exception; banner strip under the top bar, amber warning / dark-red error, via `HealthIssueBanner`/`HealthIssueBackground`; poll failures log-only; ONE integration test `GetStreamHealthAsync_Report_By_Exception_Banner_Only_On_Warning_Or_Error`)
4. ☐ Live chat — poll `liveChat/messages`, render in right panel, support Super Chat + membership badges
5. ☐ Error handling — the YouTube error codes: `errorStreamInactive`, `invalidTransition`, `redundantTransition`, `liveStreamDeletionNotAllowed`, `liveStreamModificationNotAllowed`, `liveBroadcastBindingNotAllowed`
6. ☐ **Visibility picker** — remove temporary "always Private" enforcement (shipped as test-only; now unlocked for v1). User picks Private/Unlisted/Public from the go-live dialog. Trivial: remove the hardcoded override in `YouTubeStreamService.CreateBroadcast` (currently `privacyStatus = "private"` regardless of dialog selection)
7. ☐ **Full broadcast form** — expose all YouTube API-supported fields in the go-live dialog. Core tab: title, description, visibility, made-for-kids, schedule (start + optional end). Advanced tab (expandable, sane defaults): latency (Normal/Low/Ultra-Low), DVR, embed, record-from-start, projection (rectangular/360°), closed captions, auto-start, auto-stop, monitor stream, region restrictions. Monetization via `liveBroadcasts.update` (insert-only on that resource) — separate step after broadcast creation. Remove unsupported `categoryId` (not a `liveBroadcast` field, silently ignored)
### Design decisions (v3)
1. **One-click go-live** — `liveBroadcasts.insert` with `enableAutoStart=true`, `enableAutoStop=true`, `enableMonitorStream=false`, `selfDeclaredMadeForKids=false`, `latencyPreference=low`. No `transition(live)` call, no testing stage, no liveStarting polling. Encoder starts → YouTube brings it live by itself.
2. **Variable reusable stream** — `cdn.resolution=variable`, `cdn.frameRate=variable`, `isReusable=true`. Create once per channel, cache ingestion URL + stream name, reuse for every broadcast. Any quality tier works without recreation; auto step-down needs no API calls.
3. **Report-by-exception** — poll `liveStreams.list`; banner only on `healthStatus` warning/error issues (`configurationIssues[]`). Bottom strip = YouTube logo + green/red connection dot (clickable → opens the dialog).
4. **One dialog, three states** — `not connected` (sign-in) / `connected-offline` (all editable) / `live` (title + description + visibility editable; quality + account greyed out). Both entry points (Start Stream button + bottom strip) open it; prefilled from saved session profile.
5. **Live edits** — `liveBroadcasts.update` with part=`snippet,status` for title/description/privacy.
6. **End stream** — stop encoder → `transition(complete)`, with `enableAutoStop` as the safety net.
7. **Broadcast ID == Video ID** — one ID to track status, health, and the auto-created VOD (`recordFromStart` + `enableDvr`).
### Requirements:
1. **Broadcast creation** — title/description/privacy/scheduledStartTime via API, with the v3 flags above
2. **Reusable stream** — create once, cache + reuse; bind to broadcast
3. **Health monitoring** — poll `liveStreams.list` `healthStatus` + `configurationIssues[]`, surface banner only on warning/error
4. **Live chat** — poll `liveChat/messages`, render in right panel, support Super Chat + membership badges
5. **Error handling** — the YouTube error codes: `errorStreamInactive`, `invalidTransition`, `redundantTransition`, `liveStreamDeletionNotAllowed`, `liveStreamModificationNotAllowed`, `liveBroadcastBindingNotAllowed`
6. **Visibility picker** — Private/Unlisted/Public from the go-live dialog
7. **Full broadcast form** — Core + Advanced tabs with all API-supported fields
---
---
## TASK 10 — Monetization: subscription billing + in-app unlock + support
**Goal:** annual subscription billing, in-app unlock seam, and in-app bug-report → git-issues support loop.
**Business details (pricing, billing research, revenue projections) in `MONETIZATION.md` (gitignored).**
### Status: 🔶 Scoped — nothing built
1. ☐ **Billing provider decision** — Gumroad vs Lemon Squeezy (see MONETIZATION.md for comparison)
2. ☐ **Unlock mechanism** — license-key entry + online/offline verification + persisted entitlement (extends `LayoutStore`, schema bump) + renewal/lapse handling
3. ☐ **In-app bug-report → git issues** — built-in report control; good error codes first, optional log attachment with transparency about what's being sent
4. ☐ **"Unlock Premium" seam** — the About hub's greyed button (`PremiumUrl`) lights up and routes to billing/unlock
5. ☐ **Alerts gating** — Super Chat pop-ins gated behind subscription state
---
---
## TASK 11 — Post-pause polish batch: the creator's 8 review issues (2026-08-15, shipped)
**Status: ✅ SHIPPED 2026-08-15 — 197 tests passing, 0 warnings (ONE integration test:
`AudioPipelineTests.Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback`).**
@@ -736,7 +757,9 @@ The creator reviewed the TASK 8 build and filed 8 issues. All fixed in one branc
---
## TASK 14 — Master limiter on the live mix (2026-08-15)
---
## TASK 12 — Master limiter on the live mix (2026-08-15)
**Queued by the creator during the TRAX discussion:** "should the soundtrack be limited to avoid
squandering resources / should it cap at 20% / how do the three sound events balance?" Review
@@ -766,7 +789,9 @@ No changes to `MusicPlayer`, the 0.20 cap, the ducker, or the meter zones. Build
---
## TASK 15 — Social media launch kit
---
## TASK 13 — Social media launch kit
**Goal:** marcom/social media assets and strategy for v1 launch.
@@ -789,3 +814,5 @@ No changes to `MusicPlayer`, the 0.20 cap, the ducker, or the meter zones. Build
1. v0.2 — Recording to local file (recordings carry the branding flash — see TASK 3 / `ai.md` Monetization)
2. v0.4 — Multi-destination restreaming (if needed; casual streamers may outgrow ytLlive first — "congrats, you're ready for OBS")
3. v0.5 — Stream clipping
---
+1 -1
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+3 -3
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@@ -112,7 +112,7 @@ C# / WPF (.NET 8) following MVVM:
### Current limitations / TODOs
- `Helpers/OAuthCredentials.cs` contains the real ClientId/ClientSecret. Auth is complete and the session **persists via Windows DPAPI** (`Helpers/TokenStore.cs` → `%APPDATA%\ytLlive\ytLlive.auth`, CurrentUser scope), reloaded best-effort at startup with a proactive refresh of a near-expiry access token. Sign-in/Change Account lives **inside the Start Stream dialog** (two-state flow — no separate Connect button). A **graceful End Livestream signs out**: `StopStream()` clears the session + token, so the next go-live needs a fresh sign-in; a crash never runs End, so the token survives and the creator stays signed in. `YouTubeAuthService` takes an optional `HttpClient` + `sessionChanged` callback (test seam + save hook; services are still constructed in `MainViewModel`)
- Scene/source/asset layout + the social bar persist (SQLite, schema v8); the OAuth session persists (DPAPI); the paid-unlock state does not (yet — subscription entitlement verification pending, TASK 12)
- Scene/source/asset layout + the social bar persist (SQLite, schema v8); the OAuth session persists (DPAPI); the paid-unlock state does not (yet — subscription entitlement verification pending, TASK 10)
- `YouTubeStreamService` manages the **variable reusable stream** (shipped 2026-08-16): `GetOrCreateReusableStreamAsync` lists `liveStreams?mine=true` and reuses the existing `cdn.isReusable` stream, creating it only on first use (`resolution=variable`, `frameRate=variable`); the stream is cached via `LayoutStore` (`SaveReusableStream`/`LoadReusableStream`, Settings table) and bound at broadcast insert (`contentDetails.boundStreamId`). Health (shipped 2026-08-16): `GetStreamHealthAsync(streamId)` polls `liveStreams?part=status` for `healthStatus` + `configurationIssues[]` → `StreamHealth`; banner decision in pure `StreamHealthReporter`
- Webcam capture is shipped (milestone 1); the live desktop/game backdrop is shipped (ship task #1); **the output compositor (TASK 4 ship step 1) is SHIPPED**, **the FFmpeg locator (TASK 4 ship step 2) is SHIPPED**, **the encoder + RTMP push (TASK 4 ship step 3) is SHIPPED**, **WASAPI audio capture (TASK 4 ship step 4) is SHIPPED** — full plan in `TASKS.md`; the frame-pipeline wiring follows (its own PR)
- `StreamConfig` defaults (`TargetBitrate=6000`, `Resolution="1920x1080"`) are stale — the live dropdown drives `StreamHealth.CurrentBitrate`/`FPS` instead
@@ -610,8 +610,8 @@ annual subscription** (settled 2026-08-14 — replaces the earlier "one-time unl
- **Billing:** NOT locked to itch.io (creator's call 2026-08-14). Hunted fact — **itch.io has no native
subscription billing** (no annual/recurring product billing; only pay-what-you-want, pre-orders,
early-access, keys, and a Patreon integration). Candidates for annual subs + license-key verification:
**Gumroad** (its native affiliate program is a tiebreaker if the affiliate angle in TASK 12 matters)
and **Lemon Squeezy**. Decision deferred to TASK 12.
**Gumroad** (its native affiliate program is a tiebreaker if the affiliate angle in TASK 10 matters)
and **Lemon Squeezy**. Decision deferred to TASK 10.
- **Support (creator's model):** in-app bug-reporting mechanism → issues into git; most queries are
how-tos / feature requests / manual-skimmers. Maintenance cadence = "when I get around to it" with
emergency patches; not a 24/7 service promise.