feat(dock): the GAME bay — dB fader, measured ladder, mute, real duck badge
Unit 6. Mirrors the mic bay for the desktop/game bed, plus the badge that matters to a creator who cannot hear the duck: it shows while the ducker is actually attenuating, and it prints the gain the mixer applied (−12.0 DUCK by design). - `AudioMixer.DuckGain` exposes `AutoDucker.CurrentGain` instead of leaving it internal. - VM: `GameVolumeDb` / `GameVolumeDbLabel` (fader face), `GameMeterFraction` (measured level), `IsGameDucking` + `GameDuckLabel` refreshed on the level tick — the same moment the ducker runs, so the badge cannot lag behind the mix. - The bay: header chip + source, ladder, mute dot (uses the meter band, so mute reads at a glance), dB readout, fader. Guard: GameBayTests — the dock binds all four, `AutoDucker.DuckGain` is −12.04 dB and the label is produced through the same dB scale as the faders, and the mixer property exists so the badge cannot become a hardcoded number.
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@@ -54,6 +54,8 @@ public partial class MainViewModel
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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OnPropertyChanged(nameof(MicMeterFraction));
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UpdateDuckState();
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OnPropertyChanged(nameof(MicMeterFraction));
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OnPropertyChanged(nameof(MicVolumeDb));
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OnPropertyChanged(nameof(MicVolumeDbLabel));
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}
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@@ -307,6 +309,32 @@ public partial class MainViewModel
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public double GameMeterFillWidth => GameMeterLevel * 288;
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/// <summary>Ladder input: a 0…1 display fraction of what was measured.</summary>
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public double GameMeterFraction => GameMeterLevel;
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/// <summary>The game fader's dB face (−60 … +6). Same rule as the mic: the model keeps linear
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/// gain; the dock shows decibels.</summary>
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public double GameVolumeDb
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{
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get => Helpers.GainDb.ToDb(GameAudioVolume);
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set
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{
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var gain = Helpers.GainDb.FromDb(value);
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if (Math.Abs(gain - GameAudioVolume) < 1e-6) return;
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GameAudioVolume = gain;
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OnPropertyChanged(nameof(GameVolumeDb));
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OnPropertyChanged(nameof(GameVolumeDbLabel));
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}
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}
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public string GameVolumeDbLabel => Helpers.GainDb.Label(GameVolumeDb) + " dB";
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/// <summary>True while the mic is ducking the game/desktop bed (the mixer's own value).</summary>
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public bool IsGameDucking { get; private set; }
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/// <summary>"−12.0 dB" — the badge text, computed from the same gain the mixer applied.</summary>
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public string GameDuckLabel => Helpers.GainDb.Label(Helpers.GainDb.ToDb(_audioMixer.DuckGain)) + " DUCK";
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public string GameMeterBrush => GameMeterLevel switch
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{
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< 0.6 => ThemeBrush.Hex("Brush.Meter.Nominal"),
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@@ -386,6 +414,17 @@ public partial class MainViewModel
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public string GameMuteText => GameMuted ? "Unmute" : "Mute";
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/// <summary>Badge state follows the mix, not a timer of its own: the level tick is already the
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/// moment the ducker has just run.</summary>
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private void UpdateDuckState()
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{
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var ducking = _audioMixer.DuckGain < 0.99f;
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if (ducking == IsGameDucking) return;
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IsGameDucking = ducking;
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OnPropertyChanged(nameof(IsGameDucking));
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OnPropertyChanged(nameof(GameDuckLabel));
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}
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private void ToggleGameMute()
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{
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if (GameMuted)
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