Fix: TRAX meter reflection — remove double attenuation from slider+loopback
This commit is contained in:
@@ -28,6 +28,8 @@ public sealed class AudioGainProvider
|
||||
/// <summary>Mic gain for the live mix (0 = muted).</summary>
|
||||
public double MicGain() => _micMuted() ? 0 : _micVolume();
|
||||
|
||||
/// <summary>Loopback (desktop/game) gain for the live mix (0 = muted).</summary>
|
||||
public double LoopbackGain() => _gameMuted() ? 0 : _gameVolume();
|
||||
/// <summary>Loopback (desktop/game) gain for the live mix (0 = muted, 1 = unity).
|
||||
/// Unity because the slider now drives system volume via PushSystemVolume,
|
||||
/// so the WASAPI loopback signal is already scaled by the user's volume choice.</summary>
|
||||
public double LoopbackGain() => _gameMuted() ? 0 : 1.0;
|
||||
}
|
||||
|
||||
@@ -10,8 +10,8 @@ namespace ytLive.Services.Audio;
|
||||
/// through the voice chain (bass → treble → noise gate → compressor), THEN
|
||||
/// level-metered and queued; loopback samples are resampled to 48 kHz stereo
|
||||
/// and queued. While live (<see cref="StartLive"/>), a 10 ms loop drains both
|
||||
/// queues, applies the honest gains (mic = MicVolume, loopback = GameAudioVolume
|
||||
/// × auto-duck when the mic is hot), mixes them to stereo float, runs the
|
||||
/// queues, applies the honest gains (mic = MicVolume, loopback = unity
|
||||
/// × auto-duck when the mic is hot — the slider drives system volume via mixes them to stereo float, runs the
|
||||
/// master limiter (a -1 dBFS ceiling so the sum never clips the encoder), and
|
||||
/// writes the chunk to the encoder's audio pipe.
|
||||
/// </summary>
|
||||
|
||||
@@ -652,7 +652,7 @@ public class MainViewModel : ViewModelBase
|
||||
/// Called whenever the game volume/mute change and on TRAX load.</summary>
|
||||
private void UpdateTraxLocalGain()
|
||||
{
|
||||
_musicPlayer.LocalGain = GameMuted ? 0f : (float)(GameAudioVolume * 0.2);
|
||||
_musicPlayer.LocalGain = GameMuted ? 0f : 1f;
|
||||
}
|
||||
|
||||
private static void PushSystemVolume(double volume)
|
||||
@@ -684,7 +684,7 @@ public class MainViewModel : ViewModelBase
|
||||
/// <summary>Displayed game meter level: 0 while muted; the volume position
|
||||
/// while the slider is dragged (or briefly after an unmute flash); otherwise
|
||||
/// the realtime live level scaled by volume.</summary>
|
||||
private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)GameAudioLevel) * GameAudioVolume);
|
||||
private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)GameAudioLevel));
|
||||
|
||||
public double GameMeterFillWidth => GameMeterLevel * 288;
|
||||
|
||||
|
||||
@@ -447,10 +447,11 @@ devices, no timers).
|
||||
(mp3/wav/m4a) → `VolumeWaveProvider16` at the hardcoded **0.20** bed (no slider) → `WaveOutEvent` on
|
||||
the default device, **looping on any clean natural end** (`PlaybackStopped` with `e.Exception == null`
|
||||
→ rewind + replay; the earlier `Position >= Length` check was unreliable for `MediaFoundationReader`
|
||||
and let tracks play once then stop). The desktop/game bar scales it locally via `LocalGain` (the VM's
|
||||
`UpdateTraxLocalGain` runs on every `GameAudioVolume`/`GameMuted` change and on TRAX load), so the
|
||||
creator **hears** the game volume slider and mute work on the music in the headphones — matching the
|
||||
stream, where it rides the loopback channel ducked with the game. No third mixer input. The footer
|
||||
and let tracks play once then stop). The desktop/game bar's mute toggles `LocalGain` (0 or 1;
|
||||
`UpdateTraxLocalGain` runs on every `GameMuted` change and on TRAX load), so muting kills TRAX
|
||||
in the headphones — matching the stream, where it rides the loopback channel. The volume slider
|
||||
drives system volume (`PushSystemVolume`), which scales the entire loopback signal including
|
||||
TRAX — one knob controls everything. No third mixer input. The footer
|
||||
**TRAX** button lives **inside the game audio bar** (in the preview overlay), **left of the
|
||||
"Desktop Audio" label** (the creator's pick — it rides the desktop channel, so the music control
|
||||
sits with the desktop audio controls): status dot (**red** no track / **yellow** loaded stopped /
|
||||
@@ -469,8 +470,9 @@ devices, no timers).
|
||||
silently falling back to the default endpoint.**
|
||||
- **Game audio bar** (desktop/game, **always visible** — TASK 4's `IGameAudioDetector` show/hide gating was **removed 2026-08-15**: the bar used to appear only while a full-screen game with sound was up, which kept hiding the creator's desktop meter; the detector stack is gone, desktop audio is just automatic WASAPI loopback): overlaid **at the bottom of the preview window** (bottom-center, dark translucent
|
||||
chip, a mirror of the mic bar: meter + mute + volume slider). It's monitoring UI **in the preview
|
||||
grid** — the meter is display-only, but its **volume slider + mute are stream-honest** (via
|
||||
`AudioGainProvider.LoopbackGain`) **and drive TRAX locally** (`MusicPlayer.LocalGain`). Relabelled
|
||||
grid** — the meter is display-only, but its **volume slider drives system volume** (`PushSystemVolume`
|
||||
scales the entire WASAPI endpoint, so both the live headphones and the loopback capture reflect the
|
||||
slider) **and mute kills TRAX** (`MusicPlayer.LocalGain` = 0). Relabelled
|
||||
**"Desktop Audio"** (TASK 8) since TRAX rides the same channel.
|
||||
- **`WaveToFloat`** (pure, shared): WASAPI mix formats → interleaved float — IEEE float 32-bit direct,
|
||||
PCM 16-bit normalized to -1..1, `WaveFormatExtensible` with the IEEE-float subformat GUID
|
||||
|
||||
Reference in New Issue
Block a user