diff --git a/HANDOFF.md b/HANDOFF.md index d326b63..43c19a3 100644 --- a/HANDOFF.md +++ b/HANDOFF.md @@ -6,7 +6,7 @@ No feature branches pre-1.0: all work lands on `main` per work unit. -**Latest commit:** `6826786` — docs: add Distribution.md (IP protection plan with Polar.sh backbone). +**Latest commit:** `6031a56` — gear cleanup + Default Location for Recordings + single Start + socials hover glow. ## What's In Flight @@ -35,7 +35,7 @@ Nothing — clean tree, ready for next task. - TASK 22 (Audio sync offset): not started — required for v1. - TASK 30: gear cleanup + record location + single Start + preview layout restructure — shipped across commits `6031a56` + `61b850f` + `455a409`. - Monetization: deferred (creator rethinking price/subscription model). -- **File refactor (next):** MainViewModel.cs (3,900 lines) will be split into functional partials (Scenes, Background, Webcam, Audio, Trax, Socials, Streaming, Chat, Overlays, Account, License). MainWindow.xaml (1,681 lines) will be split into UserControls. Zero behavior change, tests stay green. Decided this session. +- **File refactor (in progress — Commit 0 done):** MainViewModel.cs (3,900 lines) will be split into functional partials (Scenes, Background, Webcam, Audio, Trax, Socials, Streaming, Chat, Overlays, Account, License). `MainViewModel` is now `public partial class` (scaffold commit). Remaining: one commit per partial, each a roll-back point, `verify.sh` + `scope-check.sh` before each, docs in the same commit. MainWindow.xaml (1,681 lines) will be split into UserControls after Phase 1. Zero behavior change, tests stay green. ## Session summary (2026-08-29) diff --git a/ViewModels/MainViewModel.cs b/ViewModels/MainViewModel.cs index 954ba32..bb57eae 100644 --- a/ViewModels/MainViewModel.cs +++ b/ViewModels/MainViewModel.cs @@ -21,7 +21,7 @@ using ytLive.Services.Encoder; namespace ytLive.ViewModels; -public class MainViewModel : ViewModelBase +public partial class MainViewModel : ViewModelBase { private readonly YouTubeAuthService _youtubeAuth; private readonly YouTubeStreamService _youtubeStream; diff --git a/ViewModels/index.md b/ViewModels/index.md index 4d864b7..7b024a5 100644 --- a/ViewModels/index.md +++ b/ViewModels/index.md @@ -4,7 +4,7 @@ MVVM layer. See [`schema.md`](../schema.md) for the memory-map conventions. | File | Purpose | |------|---------| -| `MainViewModel.cs` | The app brain: scenes/elements collections + commands, stream state (`IsLive`/`IsOffline`/`IsConnected`), chat feed, overlays, layout save/open, **resolution dropdown** (`QualityOptions`, `SelectedQuality`, `ResolutionHelp`, `ApplyStreamQuality`) that computes the output rect over the 1920×1080 master (`OutputRectX/Y/W/H`, `DimRects`, `IsOutputCropped`, `ResolutionBadgeText`). Auth: loads the saved DPAPI session at startup (`LoadSavedSessionAsync`), `SignInAsync` feeds the GoLive dialog; **go-live (ship step 7): `BeginGoLive` accepts the dialog → sets `StreamVisibility` (always "Private") → fires `CreateBroadcastAsync` (stores `_currentBroadcastId` for TASK 9's bind/transition; failure → `StreamStatus.Error`) + `_framePump.StartAsync()`**; **End Livestream signs out** (`StopStream` clears session + token + `_currentBroadcastId` — crash-safe). **Connected account:** top-bar avatar/name (`AccountAvatarUrl`/`AccountDisplayName` via `SyncConnectedAccount`, cleared on End). **Element rows:** scenes are pure selection rows (no per-row icons); source rows carry edit/visibility/trash (`EditElementCommand` sets `element.IsEditing`, `ToggleElementVisibilityCommand` flips `IsVisible`, `RemoveSourceCommand`; the Backdrop's trash slot stays **reserved** via `HiddenBoolToVisibilityConverter` so the edit/eye icons keep their fixed columns — TASK 13); duplicate resource names get a no-space incrementing suffix via shared `NextSourceName` (Image, Image2, Image3… — next free number derived from actual names, so deletions never collide; used by `AddSource` + `AddReusedImage`). **Audio (KISS — the mic is the creator's only audio control; capture SHIPPED, runs for the app's lifetime so the meters preview live):** the sound meter is a **READ-ONLY realtime level display**: fill = `Math.Min(1, AudioLevelMeter.ToDisplay((float)AudioLevel) * MicVolume)` (`MeterFillWidth`/`MeterBrush`, green→yellow→red, zone markers at 60%/80% — `ToDisplay` maps the raw linear RMS onto a −60..0 dBFS scale with +10 dB amplification so real speech/game levels occupy the bar and peaks hit red at maxed volume), where `AudioLevel` (live input, 0 with no input) is fed by the audio mixer once capture lands and `MicVolume` acts as a gain on ambient noise; while the slider is dragged the bar previews the slider position (`SetVolumeAdjusting`), returning to the live level on release (0 with no input — clicking the meter does nothing); `MicVolume` (default 0.8) + read-only `MicMuted`/`MicMuteText`/`ToggleMicMuteCommand` — **MicVolume drives MicMuted** (muted ⇔ volume 0): sliding to 0 flips the speaker to muted, sliding up from 0 clears it; muting stores the prior volume, unmuting restores it (default 0.8 if unknown) and flashes the meter to the restored position ~300ms (`BeginVolumeFlash`/`EndVolumeFlash`); `MicSourceName` = picked voice source, shown left-justified inside the meter bar (the fill runs at 75% opacity so the text + ruler markings show through); `OpenMicPickerCommand`/`PickMicrophone()` open the `MicPickerDialog` (a picked device takes effect immediately — `PickMicrophone` swaps the live source via `_audioMixer.RestartMic()`, loopback keeps running); the **MIC label is a button** (`OpenMicPickerCommand`) with a **status dot** (`MicStatus`, `Models/MicStatus`: green = `MicConnected` via the source's `Started` event, yellow = `MicFailed` — in use/unplugged, red = no mic device at startup; `MicStatusBrush`/`MicStatusToolTip`); capture starts once at startup (`StartMicCaptureAsync`) — NOT go-live (`BeginGoLive`/`StopStream` no longer touch the mixer) — zero devices = red dot + the mixer never starts. **Game audio bar** (desktop/game, **overlaid at the bottom of the preview window** — bottom-center chip, a mirror of the mic bar; **always visible** — the TASK 4 show/hide gating (`IGameAudioDetector`/`GameAudioDetector`/`GameAudioHysteresis` + the 250ms poll timer) was **removed 2026-08-15** because the bar kept hiding the desktop meter whenever no full-screen game with sound was up): `GameAudioLevel` (loopback meter via `LoopbackLevelChanged`, scaled by volume), `GameMuted`/`GameMuteText`/`ToggleGameMuteCommand`, `GameAudioVolume` (0..1 volume slider), `Begin/End/CancelGameVolumeFlash` (mirrors the mic bar's volume flash); the game speaker + slider share the mic bar's `PreviewMouseLeftButtonDown/Up` + `LostMouseCapture` code-behind pattern. **Webcam:** owns `CameraManager` (MediaCapture), `AddWebcamToActiveSceneAsync` (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via `SwapWebcamIdentityAsync`, same path as `ChangeWebcamAsync`; propagates the running shared bitmap via `CameraManager.GetPreviewBitmap` first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via `CanAddWebcamToActiveScene`), `ChangeWebcamAsync` (device swap — `ReleaseAllAsync` old + re-acquire), `ShowWebcamInActiveScene` (reveal hidden config / empty-canvas right-click), `ReacquireWebcam` after layout load (re-propagates the shared bitmap to every config), `OnCameraPreviewBitmapChanged` forwards the shared bitmap into every `WebcamSceneConfig.VideoImageSource`; `SelectedElement` drives the preview overlay + `internal ClampWebcamToBounds(config, sceneName)` (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via `MaxWebcamWidthFor`/`MaxWebcamHeightFor`). **Scenes (five-scene catalog):** empty DB seeds Starting/Live/BRB/Chat/Ending (`SceneCatalog.All`); `AddScene(name)` accepts only canonical, missing names; `MissingScenes`/`ShowAddScene` drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via `AddSceneCommand`). **Screen backdrop (Live-only by policy):** owns `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture), `internal static EnsureBackdrop` heals one per backdrop-enabled scene (gated on `Scene.HasBackdrop`), `ReacquireScreenCaptures`/`RefreshBackdropAutoCapture`/`NoteBackgroundWindow` key by full-screen game monitor or the **primary display** via `Win32FullScreenDetector` (`GetDisplays()`/`PrimaryMonitorIndex()`), `ChangeBackdropCaptureAsync` (OS picker) + `SetBackdropCapture(DisplayInfo)` (in-app "Capture Display"), `RedesignateBackdropAsync` re-targets all backdrops and releases orphaned sessions, `internal static EnforceBackdropPolicy` normalizes `Scene.HasBackdrop` by name on every load + strips lingering non-Live backdrops, `CanChangeBackdrop` gates the capture menu to Live (the only scene with a backdrop), `BackdropImage` hides the preview watermark (`ShowPreviewPlaceholder`). **REC sign (2026-08-13):** top-center indicator always visible — `RecDotBrush` (offline `#555555`, live `#e94560`, live-private `#8f1f1f`), `RecTextBrush` (dim offline, white live), `RecDotOpacity` (0.55 offline, pulsing 1.0/0.35 live via `_recDotPulse` flipped on the live tick), `IsLivePrivate` (`IsLive && StreamVisibility == "Private"`) — notified from the `StreamStatus` + `StreamVisibility` setters; `LiveIndicatorVisible`/`LivePulseOpacity` removed. **Mic mute icon:** a second 16px clickable glyph (mic, red + slash when muted) between the meter and the speaker on the mic bar — same `ToggleMicMuteCommand`. **TASK 11 (2026-08-15):** the gain seams (`AudioGainProvider` → `micGain`/`loopbackGain`) reach the mixer at construction so volume sliders + mutes are stream-honest; the game bar also scales TRAX locally (`MusicPlayer.LocalGain`); `MicSourceName` persists via `LayoutStore`'s `Settings` table + restores before first `Start`; TRAX moved into the game audio bar (left of "Desktop Audio") in the preview overlay. **Health stats (TASK 4 ship step 6, 2026-08-13):** `OnFramePumpHealthUpdated` marshals `FramePump.HealthUpdated` (encoder's parsed bitrate/FPS/dropped/duration — raised on the stderr thread) onto the UI thread into `CurrentHealth` (bottom bar bindings); `ResetHealth(status)` zeroes dropped/duration on go-live/End so stats never linger | +| `MainViewModel.cs` | `public partial class MainViewModel : ViewModelBase`. The app brain: scenes/elements collections + commands, stream state (`IsLive`/`IsOffline`/`IsConnected`), chat feed, overlays, layout save/open, **resolution dropdown** (`QualityOptions`, `SelectedQuality`, `ResolutionHelp`, `ApplyStreamQuality`) that computes the output rect over the 1920×1080 master (`OutputRectX/Y/W/H`, `DimRects`, `IsOutputCropped`, `ResolutionBadgeText`). Auth: loads the saved DPAPI session at startup (`LoadSavedSessionAsync`), `SignInAsync` feeds the GoLive dialog; **go-live (ship step 7): `BeginGoLive` accepts the dialog → sets `StreamVisibility` (always "Private") → fires `CreateBroadcastAsync` (stores `_currentBroadcastId` for TASK 9's bind/transition; failure → `StreamStatus.Error`) + `_framePump.StartAsync()`**; **End Livestream signs out** (`StopStream` clears session + token + `_currentBroadcastId` — crash-safe). **Connected account:** top-bar avatar/name (`AccountAvatarUrl`/`AccountDisplayName` via `SyncConnectedAccount`, cleared on End). **Element rows:** scenes are pure selection rows (no per-row icons); source rows carry edit/visibility/trash (`EditElementCommand` sets `element.IsEditing`, `ToggleElementVisibilityCommand` flips `IsVisible`, `RemoveSourceCommand`; the Backdrop's trash slot stays **reserved** via `HiddenBoolToVisibilityConverter` so the edit/eye icons keep their fixed columns — TASK 13); duplicate resource names get a no-space incrementing suffix via shared `NextSourceName` (Image, Image2, Image3… — next free number derived from actual names, so deletions never collide; used by `AddSource` + `AddReusedImage`). **Audio (KISS — the mic is the creator's only audio control; capture SHIPPED, runs for the app's lifetime so the meters preview live):** the sound meter is a **READ-ONLY realtime level display**: fill = `Math.Min(1, AudioLevelMeter.ToDisplay((float)AudioLevel) * MicVolume)` (`MeterFillWidth`/`MeterBrush`, green→yellow→red, zone markers at 60%/80% — `ToDisplay` maps the raw linear RMS onto a −60..0 dBFS scale with +10 dB amplification so real speech/game levels occupy the bar and peaks hit red at maxed volume), where `AudioLevel` (live input, 0 with no input) is fed by the audio mixer once capture lands and `MicVolume` acts as a gain on ambient noise; while the slider is dragged the bar previews the slider position (`SetVolumeAdjusting`), returning to the live level on release (0 with no input — clicking the meter does nothing); `MicVolume` (default 0.8) + read-only `MicMuted`/`MicMuteText`/`ToggleMicMuteCommand` — **MicVolume drives MicMuted** (muted ⇔ volume 0): sliding to 0 flips the speaker to muted, sliding up from 0 clears it; muting stores the prior volume, unmuting restores it (default 0.8 if unknown) and flashes the meter to the restored position ~300ms (`BeginVolumeFlash`/`EndVolumeFlash`); `MicSourceName` = picked voice source, shown left-justified inside the meter bar (the fill runs at 75% opacity so the text + ruler markings show through); `OpenMicPickerCommand`/`PickMicrophone()` open the `MicPickerDialog` (a picked device takes effect immediately — `PickMicrophone` swaps the live source via `_audioMixer.RestartMic()`, loopback keeps running); the **MIC label is a button** (`OpenMicPickerCommand`) with a **status dot** (`MicStatus`, `Models/MicStatus`: green = `MicConnected` via the source's `Started` event, yellow = `MicFailed` — in use/unplugged, red = no mic device at startup; `MicStatusBrush`/`MicStatusToolTip`); capture starts once at startup (`StartMicCaptureAsync`) — NOT go-live (`BeginGoLive`/`StopStream` no longer touch the mixer) — zero devices = red dot + the mixer never starts. **Game audio bar** (desktop/game, **overlaid at the bottom of the preview window** — bottom-center chip, a mirror of the mic bar; **always visible** — the TASK 4 show/hide gating (`IGameAudioDetector`/`GameAudioDetector`/`GameAudioHysteresis` + the 250ms poll timer) was **removed 2026-08-15** because the bar kept hiding the desktop meter whenever no full-screen game with sound was up): `GameAudioLevel` (loopback meter via `LoopbackLevelChanged`, scaled by volume), `GameMuted`/`GameMuteText`/`ToggleGameMuteCommand`, `GameAudioVolume` (0..1 volume slider), `Begin/End/CancelGameVolumeFlash` (mirrors the mic bar's volume flash); the game speaker + slider share the mic bar's `PreviewMouseLeftButtonDown/Up` + `LostMouseCapture` code-behind pattern. **Webcam:** owns `CameraManager` (MediaCapture), `AddWebcamToActiveSceneAsync` (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via `SwapWebcamIdentityAsync`, same path as `ChangeWebcamAsync`; propagates the running shared bitmap via `CameraManager.GetPreviewBitmap` first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via `CanAddWebcamToActiveScene`), `ChangeWebcamAsync` (device swap — `ReleaseAllAsync` old + re-acquire), `ShowWebcamInActiveScene` (reveal hidden config / empty-canvas right-click), `ReacquireWebcam` after layout load (re-propagates the shared bitmap to every config), `OnCameraPreviewBitmapChanged` forwards the shared bitmap into every `WebcamSceneConfig.VideoImageSource`; `SelectedElement` drives the preview overlay + `internal ClampWebcamToBounds(config, sceneName)` (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via `MaxWebcamWidthFor`/`MaxWebcamHeightFor`). **Scenes (five-scene catalog):** empty DB seeds Starting/Live/BRB/Chat/Ending (`SceneCatalog.All`); `AddScene(name)` accepts only canonical, missing names; `MissingScenes`/`ShowAddScene` drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via `AddSceneCommand`). **Screen backdrop (Live-only by policy):** owns `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture), `internal static EnsureBackdrop` heals one per backdrop-enabled scene (gated on `Scene.HasBackdrop`), `ReacquireScreenCaptures`/`RefreshBackdropAutoCapture`/`NoteBackgroundWindow` key by full-screen game monitor or the **primary display** via `Win32FullScreenDetector` (`GetDisplays()`/`PrimaryMonitorIndex()`), `ChangeBackdropCaptureAsync` (OS picker) + `SetBackdropCapture(DisplayInfo)` (in-app "Capture Display"), `RedesignateBackdropAsync` re-targets all backdrops and releases orphaned sessions, `internal static EnforceBackdropPolicy` normalizes `Scene.HasBackdrop` by name on every load + strips lingering non-Live backdrops, `CanChangeBackdrop` gates the capture menu to Live (the only scene with a backdrop), `BackdropImage` hides the preview watermark (`ShowPreviewPlaceholder`). **REC sign (2026-08-13):** top-center indicator always visible — `RecDotBrush` (offline `#555555`, live `#e94560`, live-private `#8f1f1f`), `RecTextBrush` (dim offline, white live), `RecDotOpacity` (0.55 offline, pulsing 1.0/0.35 live via `_recDotPulse` flipped on the live tick), `IsLivePrivate` (`IsLive && StreamVisibility == "Private"`) — notified from the `StreamStatus` + `StreamVisibility` setters; `LiveIndicatorVisible`/`LivePulseOpacity` removed. **Mic mute icon:** a second 16px clickable glyph (mic, red + slash when muted) between the meter and the speaker on the mic bar — same `ToggleMicMuteCommand`. **TASK 11 (2026-08-15):** the gain seams (`AudioGainProvider` → `micGain`/`loopbackGain`) reach the mixer at construction so volume sliders + mutes are stream-honest; the game bar also scales TRAX locally (`MusicPlayer.LocalGain`); `MicSourceName` persists via `LayoutStore`'s `Settings` table + restores before first `Start`; TRAX moved into the game audio bar (left of "Desktop Audio") in the preview overlay. **Health stats (TASK 4 ship step 6, 2026-08-13):** `OnFramePumpHealthUpdated` marshals `FramePump.HealthUpdated` (encoder's parsed bitrate/FPS/dropped/duration — raised on the stderr thread) onto the UI thread into `CurrentHealth` (bottom bar bindings); `ResetHealth(status)` zeroes dropped/duration on go-live/End so stats never linger | | `GoLiveViewModel.cs` | Start Stream dialog: **account row** (saved channel shown with Change Account, or Sign in to YouTube; Start gated on `IsSignedIn`/`IsBusy`) + title/description + **locked Visibility (always "Private" — ship step 7, no dropdown)**, start/cancel requests | | **About hub (TASK 11, in `MainViewModel`)** | the About overlay is the in-app creator hub: `ChannelUrl`/`MastodonUrl`/`CoffeeUrl` (public consts, live) + `PremiumUrl` (tabled billing seam — TASK 12 → the greyed "Unlock Premium" button lights up when filled); `OpenLicensesCommand` → `ShowLicenses()` loads the shipped `THIRD-PARTY-NOTICES.txt` into `LicensesText` and sets `IsLicensesOpen` (in-app scrolling panel, never the OS viewer); `BackToAbout_Click` in `MainWindow.xaml.cs` flips it off. | | `ReuseImageViewModel.cs` | Add Image dialog: candidate list (`ReuseImageCandidate`), reuse/new/cancel | @@ -14,3 +14,22 @@ MVVM layer. See [`schema.md`](../schema.md) for the memory-map conventions. Related: [`Models/index.md`](../Models/index.md) for the data; [`Services/index.md`](../Services/index.md) for what the ViewModels drive; base class in [`Helpers/ViewModelBase.cs`](../Helpers/ViewModelBase.cs). + +## MainViewModel partial split (in progress) + +`MainViewModel.cs` is being split into one file per functional area, zero behavior +change, one commit per partial (each commit a roll-back point): + +- Core file keeps: fields, ctor, `Shutdown`/`SaveLayoutNow`/`ScheduleSave`/`LoadLayout`, + `SetPanel`/`ShowOverlay`/`ShowLicenses`, `CreateBrush`, `OpenUrl`/`ComposeEmail`, + `SubmitBug`/`SubmitFeature`, window-geometry pass-through. +- Partials: `Account` (sign-in/session/avatar), `License` (Polar key validation + `IsPremium`), + `Scenes` (scene catalog + hotkeys + transitions), `Background` (background model + screen + capture + display picker), `Webcam` (webcam identity + per-scene configs + captures), + `Audio` (mic + game bars + TRAX), `Trax` (music player), `Socials` (social bar + dialog), + `Streaming` (go-live/record + health + quality tiers + media source pipeline), + `Chat` (YouTube chat + mock preview + chatbox render), `Overlays` (settings/bug/feature/about + panels + license entry). + +The partial `.cs` files land next to `MainViewModel.cs` in this folder as the split +proceeds; each partial carries its own `using`s and re-declares nothing from core. diff --git a/ai.md b/ai.md index bb1e7a2..a1703c0 100644 --- a/ai.md +++ b/ai.md @@ -154,7 +154,7 @@ C# / WPF (.NET 8) following MVVM: | Path | Role | |------|------| | `Models/` | Plain data types — Scene, Source (incl. `ClipShape`, `IsMirrored`, `VideoImageSource`), QualityOption, StreamConfig, StreamHealth, YouTubeChannel, ChatMessage, **Socials (`SocialService` enum + `SocialEntry`/`SocialsConfig` + `SocialServiceIcons`) — the social bar** | -| `ViewModels/` | MainViewModel — exposes collections + commands for the UI; GoLiveViewModel, ReuseImageViewModel, CameraPickerViewModel, **SocialsDialogViewModel** | +| `ViewModels/` | MainViewModel — `public partial class`, one file per functional area (Scenes, Background, Webcam, Audio, Trax, Socials, Streaming, Chat, Overlays, Account, License — split in progress, see `ViewModels/index.md`); GoLiveViewModel, ReuseImageViewModel, CameraPickerViewModel, **SocialsDialogViewModel** | | `Services/` | YouTube OAuth2, stream/broadcast management, live chat polling, LayoutStore (SQLite), **SocialValidator (`ISocialValidator` seam + `HttpSocialValidator` default)**, **webcam: `VideoFrame` seam + `CameraDeviceInfo`/`ICameraEnumerator`/`ICameraFrameSource` interfaces + `MediaCaptureCameraEnumerator`/`MediaCaptureFrameSource` (WinRT) + `CameraManager`**, **screen capture: `IFullScreenDetector`/`Win32FullScreenDetector` + `IScreenCaptureSource`/`ScreenCaptureFrameSource` (WinRT GraphicsCapture) + `ScreenCaptureManager` + `ScreenCaptureSourceFactory` + `Direct3D11Helper`/`CaptureInterop` (COM bridges)**, **compositor: `SceneCompositor` + `CompositorOptions` + pure `StretchMath` + `StaticPixelCache` (see "Scene compositor")**, **audio: `IAudioSource` seam + `WasapiLoopbackAudioSource`/`WasapiMicAudioSource` (NAudio WASAPI) + `AudioMixer` + pure `AudioLevelMeter`/`WaveToFloat`/`VoiceFilterChain`/`LowShelfFilter`/`HighShelfFilter`/`NoiseGate`/`Compressor`/`AutoDucker`/`AudioRingBuffer`/`TinyResampler` + `MusicPlayer` + `IAudioPipeWriter`/`NamedPipeAudioWriter` (see "Live audio capture")**, **encoder: `IFfmpegEncoder`/`FfmpegEncoder` + `IEncoderProcess`/`FfmpegEncoderProcess` + `IFfmpegLocator`/`FfmpegLocator` + pure `FfmpegArgs`/`FfmpegProgressParser`/`FfmpegEncoderPicker` + the `FramePump` frame producer (see "Live encoder" + "Live frame pipeline")**, **notifications: `INotificationService` seam (`AppNotificationSeverity` Info/Success/Warning/Error) + `NotificationService` (Notification.Wpf toasts, see "Toast notifications")** | | `Helpers/` | ViewModelBase (INotifyPropertyChanged), RelayCommand, ImageCache, AppLog (file logger), FocusPreservingListBox, OAuthCredentials, **TokenStore (DPAPI session persistence)**, visibility converters | | `Themes/` | `Controls.xaml` — the single dark-theme source, merged once in `App.xaml` (see `Themes/index.md`) |