feat(35): scenes remember the room — BRB mutes the mic on entry
591 green, 0 warnings.
- `Scene.SceneMutesMic` / `SceneMutesDesktop` are **nullable booleans**: null = leave the mix alone, so
a scene is passive until the creator says otherwise. Schema columns added, NULL for every existing
layout except one deliberate default.
- **Applied once when the scene takes the PROGRAM output** (`TransitionToScene`, only when live or
recording). Staging a scene offline is auditioning, not a stream edit — the test asserts that.
- **The creator is boss:** a manual mute survives any transition into a scene with no opinion; a scene
that does have one wins on its next entry. `SetMicMuted`/`SetGameMuted` are idempotent so a repeated
"mute" cannot clobber the level that unmute would restore.
- **BRB ships muted** (creator spec) for new layouts *and* via a one-time migration for existing rows
where the creator has never expressed an opinion.
- UI: two three-state checkboxes under the layers list ("When this scene goes live"), styled with
`PropertyPillCheck` so the theme test holds.
`SceneAudioTests` covers the whole rule in one integration test: default state, offline staging does
nothing, live entry mutes, manual unmute survives a passive scene, an opinionated scene wins, desktop
untouched, and all three states roundtrip through save/reload.
Needs the creator's eye: the checkboxes are new chrome in the left panel (indeterminate = passive).
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@@ -72,6 +72,28 @@ public class Scene : INotifyPropertyChanged
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public bool IsChatScene { get; init; }
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private bool? _sceneMutesMic;
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/// <summary>TASK 35: what this scene does to the mix when it takes the program output.
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/// <c>null</c> = leave it alone (the default; scenes are passive until told); true mutes the mic on
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/// entry. Applied once at entry, never while staging offline — auditioning a scene must not edit
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/// the stream's state.</summary>
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public bool? SceneMutesMic
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{
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get => _sceneMutesMic;
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set => Set(ref _sceneMutesMic, value);
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}
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private bool? _sceneMutesDesktop;
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/// <summary>TASK 35: as <see cref="SceneMutesMic"/>, for desktop/game audio.</summary>
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public bool? SceneMutesDesktop
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{
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get => _sceneMutesDesktop;
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set => Set(ref _sceneMutesDesktop, value);
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}
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/// <summary>
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/// Asset-table id of this scene's top-strip tile artwork. The tile is a
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/// separate image from the scene's background: the preview pane keeps
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