TASK 22: global audio sync offset (positive delay at the mixer out)
Adds AudioSyncOffsetMs (0..500ms, default 0) that delays the whole interleaved-stereo mix so audio lands on the video when it runs ahead — OBS's documented lip-sync fix. Positive-only: advancing audio needs a video-side delay and is out of the audio layer's scope. - Services/Audio/AudioSyncDelay.cs: pure delay line, flushed on Configure - AudioMixer: Func<int> syncOffsetMs seam + delay applied post-limiter - LayoutStore.Settings + MainViewModel.Audio/VM: load/save + binding - PreviewPane mic bar: SYNC slider + status dot (IntToSyncBrushConverter) - AudioSyncDelayTests: identity, negative/beyond-500 clamps, 10ms→960 samples Reference (external scan): https://obs-versions.com/blog/how-to-fix-audio-delay-on-obs (audio ahead => positive delay). Verified: build 0 warnings; 3/3 delay tests pass.
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@@ -29,6 +29,7 @@ public partial class MainViewModel
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private double _gameVolume = 1.0;
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private bool _gameMuted;
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private double? _gameVolumeBeforeMute;
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private int _audioSyncOffsetMs;
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private AudioGainProvider? _gainProvider;
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private readonly IMicrophoneEnumerator _microphoneEnumerator;
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private readonly AudioMixer _audioMixer;
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@@ -154,6 +155,21 @@ public partial class MainViewModel
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private set => SetProperty(ref _micSourceName, value);
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}
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/// <summary>Global audio-sync delay in milliseconds (0..500, default 0),
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/// applied to the whole mix so audio lands on the video when it runs ahead
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/// — the OBS fix for lip-sync. Consumed live by the mixer's delay line via
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/// a Func seam; persisted with the layout.</summary>
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public int AudioSyncOffsetMs
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{
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get => _audioSyncOffsetMs;
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set
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{
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var clamped = Math.Clamp(value, 0, 500);
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if (SetProperty(ref _audioSyncOffsetMs, clamped))
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ScheduleSave();
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}
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}
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private void ToggleMicMute()
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{
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if (MicMuted)
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