Game audio bar is now ALWAYS visible (TASK 4 gating removed, 2026-08-15): the show/hide machinery kept hiding the desktop/game meter whenever no full-screen game with sound was up or no TRAX music played, which the creator read as the meter being lost. Deleted IGameAudioDetector/GameAudioDetector/GameAudioHysteresis (Services/), the VM's 250ms DispatcherTimer poll + OnGameAudioActiveChanged/OnGameAudioPollTick + IsGameAudioBarVisible + _gameAudioBarActive/_gameAudioTimer/_gameAudioDetector, and the two detector test files (GameAudioDetectorTests, GameAudioHysteresisTests); MainWindow.xaml drops the Visibility binding so the bar renders unconditionally. Desktop audio is just automatic WASAPI loopback now. Docs in the same commit: ai.md (audio section + Services inventory), Services/index.md, ViewModels/index.md, TASKS.md TASK 9 item 7 follow-up, HANDOFF.md shipped state + stale poll-timer landmine removed. Build 0 warnings, 189 tests passing (8 detector tests removed)
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@@ -543,7 +543,7 @@ the validator → persisted), compositor bar overlay (top/bottom + above-flash),
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- **Right-click** → always opens the in-app track picker (`TraxButton_PreviewMouseRightButtonUp`, code-behind pattern like `GameSpeaker_MouseLeftButtonUp`, `e.Handled = true` so no context menu).
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- **Tooltip** → playing/loaded track name; "No track — right-click to choose background music" when empty.
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- **No slider** — volume is the 0.20 constant. Picker = plain OS `OpenFileDialog` filtered to mp3/wav/m4a/aac/flac/ogg.
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7. ✅ **Sound bar shows music** — `IsGameAudioBarVisible = gameDetectorProducingSound || isMusicPlaying`; relabelled "Game Audio Capture" → **"Desktop Audio"** (TRAX rides the same channel).
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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).
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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.
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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).
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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 22's status, this task's status, HANDOFF.
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