feat(media): play the clip's soundtrack and share one decode pipe
A video file was picture-only: the decode pipe passed `-an`, so a starting-soon or BRB clip with music played silent everywhere. Adds sound to every clip and collapses the two decoders into one. - `Services/VideoClipPipe.cs`: the shared pipe behind `MediaVideoSource` (TASK 21) and `AlertClipDecoder` (TASK 47) — video (`rawvideo bgra`, scaled) + audio (`f32le -ac 2 -ar 48000`, 50 ms chunks, byte-carry across reads), both paced to real time, loop restarts both so picture and sound stay together. Alert behaviour is unchanged. - `MediaVideoSourceManager` applies the layer's Level/Mute per session and raises `AudioAvailable`; `MainViewModel` feeds it to the new `AudioMixer.EnqueueDesktopMediaAudio`, which joins the DESKTOP/GAME ring so the desktop fader and the mic auto-ducker apply exactly as they do for game audio and TRAX (creator ruling 2026-11-05: audio joins the group). - Per-layer `MediaMuted` + existing `MediaVolume` surfaced as Mute/Level in the properties panel; `MediaMuted` persisted (ALTER TABLE guard + SELECT/INSERT). - Level/mute are per SESSION because one decoder is shared per file path — the last layer touched wins; one decoder per layer would play the file twice. Test: `MediaSourceAudioTests` — the pipe emits 50 ms chunks at 48k stereo, the manager scales by level and drops when muted, and a media layer's sound moves the desktop meter. Alert/decode suites unchanged and green. Docs: task-21 closed on item 10, the "silent soundtrack" facts corrected in frame-pipeline/output/overlays, HANDOFF rewritten. verify.sh green (529 passed; the two documented pre-existing failures only).
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@@ -250,6 +250,13 @@ devices, no timers).
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`StopLive()` (closes the pipe → ffmpeg audio EOF) **BEFORE** stopping the frame pump (video EOF) —
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the reverse order stalls on pipe backpressure. `FfmpegEncoder` itself is untouched; the VM owns the
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pipe lifecycle.
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**Two clip-audio rings join that mix (2026-11-05):** `EnqueueAlertAudio` (TASK 47) is pre-scaled by the
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alert layer and mixed at **unity, never ducked** — an alert must be heard over the mic.
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`EnqueueDesktopMediaAudio` (TASK 21's audio slice) is the opposite on purpose: a video layer's
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soundtrack joins the **desktop/game ring**, so the desktop fader and the auto-ducker apply exactly as
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they do for game audio and TRAX. Both are fed by the shared `Services/VideoClipPipe.cs`; the layer's
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own Mute/Level are applied upstream by `MediaVideoSourceManager` (level/mute are per **session**, since
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one decoder is shared per file path).
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- **Audio sync offset (TASK 22):** after the limiter, `FillAndMix` routes the whole interleaved stereo
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mix through a **`AudioSyncDelay`** (`Services/Audio/AudioSyncDelay.cs`) — a pure delay line whose
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offset comes from a `Func<int> syncOffsetMs` seam (the VM's global `AudioSyncOffsetMs`, **−500..+500
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