TASK 24 follow-up: TRAX button moved into the game audio bar, left of the 'Desktop Audio' label in the preview overlay (the creator's follow-up pick — the music control sits with the desktop audio controls it rides); removed from the footer's left cluster next to Socials. TraxToolTip now teaches the clicks ('left-click plays/pauses, right-click chooses a track'). Docs in the same commit: TASKS.md TASK 24 item 6, ai.md audio section, ViewModels/index.md. Build 0 warnings, 197 tests passing (no test changes — UI relocation only)
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@@ -765,6 +765,21 @@
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Margin="0,0,0,12"
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Visibility="{Binding IsGameAudioBarVisible, Converter={StaticResource BoolToVis}}">
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<StackPanel Orientation="Horizontal">
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<!-- TRAX sits left of the "Desktop Audio" label
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(the creator's pick): it rides the desktop
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channel, so the music control lives with the
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desktop audio controls. -->
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<Button Style="{StaticResource YtButtonSecondary}" Padding="8,2"
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FontSize="11" VerticalAlignment="Center" Margin="0,0,8,0"
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ToolTip="{Binding TraxToolTip}"
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Click="TraxButton_Click"
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PreviewMouseRightButtonUp="TraxButton_PreviewMouseRightButtonUp">
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<StackPanel Orientation="Horizontal">
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<Ellipse Width="8" Height="8" Fill="{Binding TraxDotBrush}"
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Margin="0,0,6,0" VerticalAlignment="Center"/>
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<TextBlock Text="TRAX"/>
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</StackPanel>
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</Button>
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<TextBlock Text="Desktop Audio" Foreground="#a0a0b0" FontSize="11"
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FontWeight="SemiBold" VerticalAlignment="Center" Margin="0,0,8,0"
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ToolTip="Desktop/game audio via WASAPI loopback (automatic); TRAX music rides the same channel"/>
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@@ -863,12 +878,13 @@
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<RowDefinition Height="Auto"/>
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</Grid.RowDefinitions>
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<!-- Line 1: Social controls + TRAX on the LEFT (under scenes/sources),
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<!-- Line 1: Social controls on the LEFT (under scenes/sources),
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sound meter + volume control CENTERED beneath the preview panel.
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Audio is KISS: desktop/game audio is automatic (WASAPI loopback);
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the mic meter is the creator's only footer audio control (the
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game audio bar lives INSIDE the preview window, overlaid at its
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bottom edge while a full-screen game is up). -->
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bottom edge while a full-screen game is up, and carries the
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TRAX button left of its "Desktop Audio" label). -->
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<Grid Grid.Row="0">
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<Grid.ColumnDefinitions>
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<ColumnDefinition Width="220"/>
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@@ -876,14 +892,12 @@
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<ColumnDefinition Width="300"/>
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</Grid.ColumnDefinitions>
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<!-- Social controls + TRAX: centered under the scenes/sources
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listboxes. TRAX rides the desktop/game audio channel, so
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it lives in the left cluster, away from the mic meter. -->
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<!-- Social controls: centered under the scenes/sources listboxes -->
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<StackPanel Grid.Column="0" Orientation="Horizontal"
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HorizontalAlignment="Center" VerticalAlignment="Center">
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<Button Command="{Binding OpenSocialDialogCommand}"
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Style="{StaticResource YtButtonSecondary}" Padding="12,4"
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FontSize="11" VerticalAlignment="Center" Margin="0,0,8,0"
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FontSize="11" VerticalAlignment="Center"
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ToolTip="Add or manage your social handles">
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<StackPanel Orientation="Horizontal">
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<Ellipse Width="8" Height="8" Fill="{Binding SocialBarDotBrush}"
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@@ -891,21 +905,6 @@
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<TextBlock Text="Socials"/>
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</StackPanel>
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</Button>
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<!-- TRAX (TASK 9): free background music. Dot: green = playing,
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yellow = loaded/stopped, red = no track. Left-click toggles
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play/pause (opens the picker when no track); right-click
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always opens the picker. -->
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<Button Style="{StaticResource YtButtonSecondary}" Padding="12,4"
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FontSize="11" VerticalAlignment="Center"
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ToolTip="{Binding TraxToolTip}"
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Click="TraxButton_Click"
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PreviewMouseRightButtonUp="TraxButton_PreviewMouseRightButtonUp">
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<StackPanel Orientation="Horizontal">
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<Ellipse Width="8" Height="8" Fill="{Binding TraxDotBrush}"
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Margin="0,0,6,0" VerticalAlignment="Center"/>
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<TextBlock Text="TRAX"/>
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</StackPanel>
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</Button>
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</StackPanel>
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<!-- Mic meter + volume: centered under the preview panel -->
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