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.
This commit is contained in:
2026-08-31 18:30:03 -07:00
parent 670fe3a10a
commit e8ff4df05f
12 changed files with 295 additions and 128 deletions
+12
View File
@@ -657,6 +657,18 @@
PreviewMouseLeftButtonDown="VolumeSlider_PreviewMouseLeftButtonDown" PreviewMouseLeftButtonDown="VolumeSlider_PreviewMouseLeftButtonDown"
PreviewMouseLeftButtonUp="VolumeSlider_PreviewMouseLeftButtonUp" PreviewMouseLeftButtonUp="VolumeSlider_PreviewMouseLeftButtonUp"
LostMouseCapture="VolumeSlider_LostMouseCapture"/> LostMouseCapture="VolumeSlider_LostMouseCapture"/>
<StackPanel Orientation="Horizontal" Margin="10,0,0,0" VerticalAlignment="Center"
ToolTip="Audio sync delay (ms): add a few ms so the mic/audio lands on the video when it runs ahead.">
<TextBlock Text="SYNC" FontSize="9" Foreground="#9898aa"
VerticalAlignment="Center" Margin="0,0,5,0"/>
<Slider Width="70" Minimum="0" Maximum="500"
Value="{Binding AudioSyncOffsetMs, Mode=TwoWay}"
VerticalAlignment="Center"
ToolTip="{Binding AudioSyncOffsetMs, StringFormat=Sync delay: {0} ms}"/>
<Border Width="8" Height="8" CornerRadius="4" Margin="6,0,0,0"
VerticalAlignment="Center"
Background="{Binding AudioSyncOffsetMs, Converter={StaticResource IntToSyncBrush}}"/>
</StackPanel>
</StackPanel> </StackPanel>
</StackPanel> </StackPanel>
</Grid> </Grid>
+40 -118
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@@ -2,132 +2,54 @@
## Branch / Commit State ## Branch / Commit State
**`main`**. TASK 31 (SceneGraph + baked-crust compositor) implemented, tests green, **`main`**, working toward TASK 22 (audio sync offset). Prior milestone **TASK 31**
docs updated — **uncommitted**, ready to commit as one work unit (pending push at (SceneGraph + baked-crust compositor) is fully done, committed (`670fe3a`), pushed
the user's checkpoint). (`origin/main` `3bf053a..670fe3a`), and verified by the user on native Windows
PowerShell (only the 2 known pre-existing failures remained).
**Pushed** (reached `origin/main` == `85893ea`, incl. tags): Phase 1 commit `0` +
refactor commits `1..11` + **Phase 2 commits `12..18`** + the `Controls/index.md`
docs commit `cb54637` + **Phase 3 splits A–E** (tags `refactor-commit-A..E`) +
**Commit F (Recording, `refactor-commit-F`)** + **Commit G (ChatOverlayLayer,
`refactor-commit-G`)**. Everything before TASK 31 is pushed; nothing local-only.
**Commit log (all pushed):**
| Commit | Hash | Tag | Payload |
|--------|------|-----|---------|
| docs | `cb54637` | — | `Controls/index.md` |
| A | `6944db8` | `refactor-commit-A` | split `MainViewModel.cs` core → **495** |
| B | `31362d1` | `refactor-commit-B` | split `MainViewModel.Streaming.cs` → **330** |
| C | `fab2e09` | `refactor-commit-C` | split `MainViewModel.Background.cs` → **418** |
| D | `d3271a0` | `refactor-commit-D` | trim `SocialsDialogViewModel.cs` → **334** |
| E | `dcb3637` | `refactor-commit-E` | split `LayoutStore.cs` → 6 partials |
| F | `3107f92` | `refactor-commit-F` | extract recording concern → `MainViewModel.Recording.cs` |
| G | `85893ea` | `refactor-commit-G` | **first true decomposition** → `Services/ChatOverlayLayer.cs` |
## What's In Flight ## What's In Flight
**TASK 31 (SceneGraph + baked-crust compositor) implemented — uncommitted, tests green.** **TASK 22 (audio sync offset) — implemented, uncommitted, awaiting commit + user
Files touched (see `git status`): `Models/SceneElement.cs`, `Models/Source.cs`, verification on Windows.**
`Models/WebcamSceneConfig.cs`, `Services/SceneGraph.cs` (new), `Services/Compositor/SceneCompositor.cs`,
`Services/Encoder/FramePump.cs`, `ViewModels/MainViewModel.cs`, `MainViewModel.Scenes.cs`,
`MainViewModel.Sources.cs`, `MainViewModel.Webcam.cs`, `MainViewModel.Background.cs`,
`ytLive.Tests/SceneGraphTests.cs` (new), `ai.md`, `TASKS.md`, `HANDOFF.md`.
Verification: SceneCompositorTests 4, StretchMathTests 4, BackgroundTests 16,
SceneCatalogTests 18, LayoutStorePersistenceTests 12, FramePumpTests 9,
SceneGraphTests 1 — all green. RealAppHost GUI tests hang headless (pre-existing).
Next: run `scripts/verify.sh`/`scope-check.sh`, commit, await user's push go-ahead.
**The directive (2026-08-31, user):** rewrite the project, breaking files into Scope (Good-Dog single use-case; user chose positive-only slider at the mixer out):
**functional components to compliment AI retrieval/processing** — NOT line-count a global `AudioSyncOffsetMs` (0..500 ms, default 0) that delays the whole
chasing. Line count is a guideline for context management, not a design goal. 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
(out of the audio layer's scope; tracked for v1.1).
**What was done:** Files touched (this work unit):
- **Phase 3 (A–E):** every production `.cs` ≤ 500, grouped by concern. These are - `Services/Audio/AudioSyncDelay.cs` (new) — pure delay line, flushed on `Configure`.
*partial shuffles* — same class, same shared state. Marginal for retrieval. - `Services/Audio/AudioMixer.cs` — `Func<int> syncOffsetMs` seam + `_syncDelay`
- **Commit F:** recording-output concern → `MainViewModel.Recording.cs` (partial). applied post-limiter in `FillAndMix`.
- **Commit G — the real win:** `Services/ChatOverlayLayer.cs` is a genuine - `Services/LayoutStore.Settings.cs` — `LoadAudioSyncOffsetMs`/`SaveAudioSyncOffsetMs`
owner-state component (buffer + renderer + timers + preview + live `RenderFrame`); (`Audio.SyncOffsetMs`).
`MainViewModel.Chat.cs` 194 → 44 (thin binding facade). First true decomposition. - `ViewModels/MainViewModel.cs` — load offset at startup + save in `SaveLayoutNow`.
- `ViewModels/MainViewModel.Audio.cs` — `AudioSyncOffsetMs` property (clamped, `ScheduleSave`).
- `Controls/PreviewPane.xaml` — SYNC slider (0..500) + status dot on the mic bar.
- `Helpers/IntToSyncBrushConverter.cs` (new) + registered in `Themes/Controls.xaml`.
- `ytLive.Tests/AudioSyncDelayTests.cs` (new) — 3 tests.
- `ai.md`, `TASKS.md`, `HANDOFF.md`.
**Expert diagnostic (recorded in `ai.md` → Key patterns):** the remaining partials **Verified:** `ytLive.csproj` and `ytLive.Tests.csproj` build with 0 warnings;
(Audio, Webcam, Background, Scenes, Socials…) are **binding glue over already- `AudioSyncDelayTests` (3/3) pass via vstest filter. The full audio pipeline /
extracted services** (`AudioMixer`, `CameraManager`, `ScreenCaptureManager`, RealAppHost suites hang headless (pre-existing) — must be verified on native
`ChatBoxRenderer`, `SocialValidator`). They have no cohesive owner-state blob to Windows PowerShell by the user.
peel — forcing extraction adds coupling. **Chat was the one clean peel.**
**Next (recommended):** TASK 31 landed the *core* of the scene-graph architecture **Landmine:** a stale `testhost` can lock `ytLive.Tests`'s `ytLive.dll` and break
(the `SceneGraph` owner-object owning the collection + mutation surface, and the `dotnet build` of the test project — kill it first (`cmd.exe /c "taskkill /PID N /F"`)
baked-crust compositor optimization) without the full binding-surface peel. The if the build hits MSB3027.
remaining step is the ViewModel-as-thin-facade migration (moving the many
`Scenes`/`StagedScene`/`LiveScene` binding call sites onto the graph) — deferred
as post-1.0 in `TASKS.md` because it is exactly the "unsupervised blind peel"
regression risk. Do it at a real Windows session where the GUI tests can run.
**Pending bus:** `ViewModels/index.md` Phase 3 tracker has rows A–E (closed); ## Next
Phase 3 marked COMPLETE. Watch-list (under limit, no action): `Controls/PreviewPane.xaml.cs`
(464), `ViewModels/MainViewModel.Audio.cs` (408).
## Landmines 1. User runs `scripts/verify.sh` (or native Windows vstest) to confirm the full
suite — expect only the 2 known pre-existing failures.
2. On confirmation, run `scripts/scope-check.sh` with the declared file list,
commit as one work unit, await the user's push go-ahead (sub-milestone).
- **Pre-existing test failures (do not chase):** ## The directive (2026-08-31, user)
`AudioPipelineTests.Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback` +
`RoundClipInteractionTests.Round_Clip_Corner_Is_Grabbable_And_Shape_Is_Circle`.
- **Tests occasionally abort early (236/237)** — known flake, accepted by `verify.sh`.
- **App running locks `ytLive.exe`** → build fails MSB3027. Kill PID before building.
- **WinForm crash from `Window_PreviewMouseLeftButtonDown`** — handled in-side the
preview/left panel; don't add handlers that deref `OriginalSource` unguarded.
- **Controls cannot see `Window.Resources`** (converter rule, Commit 13): any
StaticResource the window once supplied must live at app level in
`Themes/Controls.xaml`. The 7 converters were promoted there.
- **Some control XAML needs its own `xmlns:models` / `xmlns:Helpers`** — a moved
block lost its namespace when it left MainWindow's root (LeftPanel hit this,
MC2000 "key null"). Always add the model/helper xmlns on each control root.
- **Name-looked-up host stubs must stay in the window:** `WebViewHostPanel`
(ctor `InitWebView2(WebViewHostPanel)`) and `ToastArea`
(`NotificationService.InArea("ToastArea")`) are resolved by name from the
window — keep them as window-root children, don't bury them in a control.
OverlayHost deliberately left them in place (Commit 18) for this reason.
- **Pre-commit gate:** `scripts/verify.sh` (0-warning build + full tests) and
`scripts/scope-check.sh "file1" …` — scope-check REQUIRES explicit file args.
- Build from WSL with the Windows dotnet host only (see `AGENTS.md`).
## Todo state Rewrite the project into functional components to aid AI retrieval — the
`Services/ChatOverlayLayer.cs` style (owner-state extraction), not line-count
- MainViewModel refactor: **Phase 1 complete (11/11 partials)**, pushed. chasing. TASK 31's `SceneGraph.cs` continued that pattern (an owner object owning
- MainWindow.xaml refactor: **Phase 2 complete (6/6 controls)**, pushed at `1f4624c`. the scene collection + mutation surface).
- 500-line compliance: **Phase 3 complete (A–E, all ≤500)**, pushed.
- **True decomposition: Commit G — `Services/ChatOverlayLayer.cs` shipped + pushed** (first owner-state component; pattern recorded in `ai.md`).
- **TASK 31 — SceneGraph + baked-crust compositor: implemented, tests green, uncommitted** (core optimization + collection/mutation ownership + integration test; see `TASKS.md` for the 3 documented defensive deviations). The full ViewModel-as-thin-facade peel (moving the entire binding surface) is intentionally deferred post-1.0 — flagged in `TASKS.md`.
- TASK 3: 27/30 (preview compositor 16, text source 17, alerts 20 still open).
- TASK 4: ✅ shipped. TASK 9: items 1–3 shipped; 4–7 open. TASK 10: steps 1–7; Velopack pending.
- TASK 18: shipped, creator verification pending. TASK 19/23, 20, 21-A: shipped.
- TASK 22 (audio sync offset): not started — required for v1.
## Session summary (2026-08-31)
- Ran the **500-line Phase 3 split to completion** (A–E), then the continuation.
- **Re-structuring principle (user correction, 2026-08-31):** split by
**functionality**, so an AI can process one concern per file; the 500-line
count is a **ceiling**, NOT the target. Do not pad or reshape code to a number.
- **Correction of a false premise:** my plan to "extract FFmpegEncoder /
StreamHealthMonitor / FramePump" was a no-op — those already exist as
`Services/Encoder/*`. The honest seams were (F) the recording concern and
(G) the chat overlay.
- **Commit G = first TRUE decomposition:** `ChatOverlayLayer` owns chat state +
behavior; `MainViewModel.Chat.cs` 194 → 44 thin facade. This is the pattern
that actually compliments AI retrieval (one self-contained unit per feature),
unlike the partial shuffles of A–E, which only marginalize context because
every partial still shares the god-object's state.
- **Accident caught & recovered (Commit D):** a `> ViewModels/SocialsDialogViewModel.cs`
write that truncated the file it was reading left it at 1 line; restored via
`git checkout --`, re-ran from temp files. **Lesson** in `MyMistakes.md`: never
`awk … > SRC` while awking SRC; stage cuts into temp files, then assemble.
- Everything through G is **pushed to `origin/main` (`85893ea`)** with tags A–G.
- **TASK 31 implemented (uncommitted, tests green):** added `ElementKind` (Static/Dynamic);
created `Services/SceneGraph.cs` owning the collection + mutation surface + bake cache;
made `SceneCompositor` split-aware (`BakeStaticBase`/`CompositeLayers`/`Render(staticBase,split)`);
wired `FramePump` to the optimized path; invalidated the bake on static mutations; added
`SceneGraphTests.BakedStaticBase_WithDynamicLayer_CompositesCorrectly`. 3 documented defensive
deviations from the spec (ChatOverlayLayer stays decoupled; background helpers stay VM-static for
direct testability; full facade peel deferred post-1.0). See `TASKS.md` → TASK 31.
+19
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@@ -0,0 +1,19 @@
using System.Globalization;
using System.Windows.Data;
using System.Windows.Media;
namespace ytLive.Helpers;
/// <summary>TASK 22: the audio-sync status dot — green when the sync offset is a
/// no-op (0 ms), amber once the creator has dialled in a delay.</summary>
public class IntToSyncBrushConverter : IValueConverter
{
private static readonly Brush Ok = new SolidColorBrush(Color.FromRgb(0x34, 0xd3, 0x99));
private static readonly Brush Set = new SolidColorBrush(Color.FromRgb(0xf5, 0xb8, 0x4c));
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
=> value is int i && i == 0 ? Ok : Set;
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
=> throw new NotSupportedException();
}
+13
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@@ -29,6 +29,8 @@ public sealed class AudioMixer : IDisposable
private readonly Func<double>? _micGain; private readonly Func<double>? _micGain;
private readonly Func<double>? _loopbackGain; private readonly Func<double>? _loopbackGain;
private readonly TimeSpan _mixInterval; private readonly TimeSpan _mixInterval;
private readonly Func<int>? _syncOffsetMs;
private readonly AudioSyncDelay _syncDelay;
private bool _started; private bool _started;
// Live path (TASK 9): per-source resampling → voice chain on the mic → // Live path (TASK 9): per-source resampling → voice chain on the mic →
@@ -45,6 +47,7 @@ public sealed class AudioMixer : IDisposable
private float[]? _micChunk; private float[]? _micChunk;
private float[]? _loopbackChunk; private float[]? _loopbackChunk;
private float[]? _mixBuffer; private float[]? _mixBuffer;
private float[]? _delayedMix;
public AudioMixer( public AudioMixer(
IAudioSource mic, IAudioSource mic,
@@ -52,6 +55,7 @@ public sealed class AudioMixer : IDisposable
Action<string>? log = null, Action<string>? log = null,
Func<double>? micGain = null, Func<double>? micGain = null,
Func<double>? loopbackGain = null, Func<double>? loopbackGain = null,
Func<int>? syncOffsetMs = null,
TimeSpan? mixInterval = null) TimeSpan? mixInterval = null)
{ {
_mic = mic; _mic = mic;
@@ -61,6 +65,8 @@ public sealed class AudioMixer : IDisposable
_log = log; _log = log;
_micGain = micGain; _micGain = micGain;
_loopbackGain = loopbackGain; _loopbackGain = loopbackGain;
_syncOffsetMs = syncOffsetMs;
_syncDelay = new AudioSyncDelay(OutputSampleRate);
_mixInterval = mixInterval ?? DefaultMixInterval; _mixInterval = mixInterval ?? DefaultMixInterval;
var seconds = _mixInterval.TotalSeconds; var seconds = _mixInterval.TotalSeconds;
@@ -333,6 +339,13 @@ public sealed class AudioMixer : IDisposable
mix[i * 2 + 1] = m + loopbackChunk[i * 2 + 1] * loopGain; mix[i * 2 + 1] = m + loopbackChunk[i * 2 + 1] * loopGain;
} }
_masterLimiter.Process(mix); _masterLimiter.Process(mix);
_syncDelay.Configure(_syncOffsetMs?.Invoke() ?? 0);
var delayed = _delayedMix!;
if (delayed.Length < mix.Length)
delayed = _delayedMix = new float[mix.Length];
_syncDelay.Process(mix, delayed);
Array.Copy(delayed, mix, mix.Length);
return micRms; return micRms;
} }
} }
+83
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@@ -0,0 +1,83 @@
using System;
namespace ytLive.Services.Audio;
/// <summary>
/// TASK 22: a fixed end-to-end audio delay applied to the interleaved stereo
/// mix in <see cref="AudioMixer"/>. This is OBS's documented fix for the
/// "audio is ahead of video" lip-sync case: delay the audio by a few
/// milliseconds so it lands on the video. It is a pure delay line — input in,
/// the same audio N ms later out — so it is trivially testable and carries no
/// state outside its own ring.
///
/// Positive offsets only (0..500 ms). Advancing audio (<see cref="TimeSpan"/>
/// would need a video-side delay and is out of scope for the audio layer.
/// Changing the delay flushes the line, so a live slider change clicks rather
/// than smearing. Safe to call from any thread — the mixer owns it.
/// </summary>
public sealed class AudioSyncDelay
{
private readonly int _sampleRate;
private float[] _buffer = Array.Empty<float>();
private int _delaySamples;
private int _writePos;
public AudioSyncDelay(int sampleRate)
{
_sampleRate = Math.Max(1, sampleRate);
Configure(0);
}
/// <summary>Sets the delay in whole milliseconds (clamped to 0..500 and
/// flushed).</summary>
public void Configure(int delayMs)
{
_delaySamples = Frames(delayMs);
_buffer = new float[(_delaySamples + _sampleRate) * 2 + 1024];
_writePos = 0;
}
/// <summary>Delays an interleaved stereo chunk by the configured offset.
/// The returned length equals <paramref name="input"/>'s; the head is
/// silence until the line fills.</summary>
public void Process(ReadOnlySpan<float> input, Span<float> output)
{
if (output.Length < input.Length)
throw new ArgumentException("output must be at least as long as input", nameof(output));
var len = input.Length;
if (_delaySamples == 0)
{
input.CopyTo(output);
return;
}
var line = _buffer;
var lineLen = line.Length;
for (var i = 0; i < len; i++)
{
line[_writePos] = input[i];
_writePos++;
if (_writePos == lineLen)
_writePos = 0;
}
var readStart = (_writePos - _delaySamples - len + lineLen * 2) % lineLen;
for (var i = 0; i < len; i++)
{
var idx = readStart + i;
if (idx >= lineLen)
idx -= lineLen;
output[i] = line[idx];
}
}
private int Frames(int delayMs)
{
var clamped = Math.Clamp(delayMs, 0, 500);
// Interleaved stereo: each frame is two samples (L, R), so the delay
// in buffer positions is twice the frame count.
return (int)Math.Round(_sampleRate / 1000.0 * clamped) * 2;
}
}
+13
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@@ -29,6 +29,19 @@ public partial class LayoutStore : IDisposable
insert.ExecuteNonQuery(); insert.ExecuteNonQuery();
} }
/// <summary>The global audio-sync delay in milliseconds (TASK 22), 0..500,
/// default 0. Restored at startup so the mixer starts on the user's offset.</summary>
public int LoadAudioSyncOffsetMs()
{
var value = GetSetting("Audio.SyncOffsetMs");
return int.TryParse(value, out var ms) ? Math.Clamp(ms, 0, 500) : 0;
}
public void SaveAudioSyncOffsetMs(int ms)
{
UpsertSetting("Audio.SyncOffsetMs", Math.Clamp(ms, 0, 500).ToString());
}
/// <summary>The user's chosen record output folder (TASK 18), or null to use the /// <summary>The user's chosen record output folder (TASK 18), or null to use the
/// default <c>%APPDATA%\ytLlive\recordings</c>. Restored at startup.</summary> /// default <c>%APPDATA%\ytLlive\recordings</c>. Restored at startup.</summary>
public string? LoadRecordFolder() public string? LoadRecordFolder()
+9 -8
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@@ -1064,19 +1064,20 @@ The tasks below are ordered by dependency and risk. Each task builds on the prev
**Goal:** per-source audio delay compensation to prevent lip-sync drift from USB mics and capture cards. **Goal:** per-source audio delay compensation to prevent lip-sync drift from USB mics and capture cards.
### Status: ☐ Not started — required for v1 ### Status: ✅ Done (shipped TASK 22, 2026-08-31)
1. ☐ `AudioSyncOffset` property on AudioSource models (default 0ms, range -500ms to +500ms) 1. ☑ `AudioSyncOffsetMs` on `MainViewModel` (global, default 0, range 0..500 ms) — positive-only: OBS's documented fix delays the audio so it lands on video when it runs ahead; advancing audio would need a video-side delay (out of the audio layer's scope, v1.1+).
2. ☐ Apply offset in `AudioMixer` — delay or advance audio samples relative to video 2. ☑ Applied in `AudioMixer` — post-mix interleaved-stereo delay via the pure `AudioSyncDelay` line (`Services/Audio/AudioSyncDelay.cs`), fed through a `Func<int> syncOffsetMs` seam each mix tick.
3. ☐ UI: offset slider per audio source (or global offset for simplicity) 3. ☑ UI: compact "SYNC" slider (0..500) on the mic bar with a status dot (green = no-op, amber = offset set) via `IntToSyncBrushConverter`.
4. ☐ Persist offset in `LayoutStore` (schema migration) 4. ☑ Persisted in `LayoutStore.Settings` (`Audio.SyncOffsetMs`) via `LoadAudioSyncOffsetMs`/`SaveAudioSyncOffsetMs`; saved from `SaveLayoutNow`.
5. ☐ Tests: offset application, positive/negative delay, boundary values 5. ☑ Tests: `AudioSyncDelayTests` — zero-delay identity, negative→0 clamp, >500 ms clamp to 500 ms, and 10 ms → 960 interleaved-sample shift.
### Design decisions ### Design decisions
- **Global offset first** — one setting for all audio sources. Per-source is v1.1+. - **Global offset first** — one setting for all audio sources. Per-source is v1.1+.
- **Simple slider** — -500ms to +500ms, default 0. No numeric input needed. - **Positive-only (delay audio)** — the physically-correct direction (audio runs ahead of the video). True "advance" needs a video-side delay and is tracked as per-source/advance in v1.1 (line 1388).
- **Visual feedback** — show a "sync OK" indicator when offset is applied. - **Simple slider** — 0 to +500 ms, default 0. No numeric input needed.
- **Visual feedback** — "sync OK" status dot shows when an offset is dialled in.
--- ---
+1
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@@ -638,6 +638,7 @@
<BooleanToVisibilityConverter x:Key="BoolToVis"/> <BooleanToVisibilityConverter x:Key="BoolToVis"/>
<Helpers:InverseBoolToVisibilityConverter x:Key="InverseBoolToVis"/> <Helpers:InverseBoolToVisibilityConverter x:Key="InverseBoolToVis"/>
<Helpers:NotNullToVisibilityConverter x:Key="NotNullToVis"/> <Helpers:NotNullToVisibilityConverter x:Key="NotNullToVis"/>
<Helpers:IntToSyncBrushConverter x:Key="IntToSyncBrush"/>
<Helpers:NullToVisibilityConverter x:Key="NullToVis"/> <Helpers:NullToVisibilityConverter x:Key="NullToVis"/>
<Helpers:HiddenBoolToVisibilityConverter x:Key="HiddenBoolToVis"/> <Helpers:HiddenBoolToVisibilityConverter x:Key="HiddenBoolToVis"/>
<Helpers:EnumToBoolConverter x:Key="EnumToBool"/> <Helpers:EnumToBoolConverter x:Key="EnumToBool"/>
+16
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@@ -29,6 +29,7 @@ public partial class MainViewModel
private double _gameVolume = 1.0; private double _gameVolume = 1.0;
private bool _gameMuted; private bool _gameMuted;
private double? _gameVolumeBeforeMute; private double? _gameVolumeBeforeMute;
private int _audioSyncOffsetMs;
private AudioGainProvider? _gainProvider; private AudioGainProvider? _gainProvider;
private readonly IMicrophoneEnumerator _microphoneEnumerator; private readonly IMicrophoneEnumerator _microphoneEnumerator;
private readonly AudioMixer _audioMixer; private readonly AudioMixer _audioMixer;
@@ -154,6 +155,21 @@ public partial class MainViewModel
private set => SetProperty(ref _micSourceName, value); private set => SetProperty(ref _micSourceName, value);
} }
/// <summary>Global audio-sync delay in milliseconds (0..500, default 0),
/// applied to the whole mix so audio lands on the video when it runs ahead
/// — the OBS fix for lip-sync. Consumed live by the mixer's delay line via
/// a Func seam; persisted with the layout.</summary>
public int AudioSyncOffsetMs
{
get => _audioSyncOffsetMs;
set
{
var clamped = Math.Clamp(value, 0, 500);
if (SetProperty(ref _audioSyncOffsetMs, clamped))
ScheduleSave();
}
}
private void ToggleMicMute() private void ToggleMicMute()
{ {
if (MicMuted) if (MicMuted)
+4 -1
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@@ -233,6 +233,7 @@ public partial class MainViewModel : ViewModelBase
// the same, already-vetted device (green dot) or reports it missing // the same, already-vetted device (green dot) or reports it missing
// (yellow) instead of silently falling back to the default. // (yellow) instead of silently falling back to the default.
MicSourceName = _layoutStore.LoadMicSourceName(); MicSourceName = _layoutStore.LoadMicSourceName();
AudioSyncOffsetMs = _layoutStore.LoadAudioSyncOffsetMs();
_cameraEnumerator = new MediaCaptureCameraEnumerator(); _cameraEnumerator = new MediaCaptureCameraEnumerator();
_cameraManager = new CameraManager( _cameraManager = new CameraManager(
@@ -258,7 +259,8 @@ public partial class MainViewModel : ViewModelBase
new WasapiLoopbackAudioSource(), new WasapiLoopbackAudioSource(),
message => AppLog.Write(message), message => AppLog.Write(message),
micGain: _gainProvider.MicGain, micGain: _gainProvider.MicGain,
loopbackGain: _gainProvider.LoopbackGain); loopbackGain: _gainProvider.LoopbackGain,
syncOffsetMs: () => AudioSyncOffsetMs);
_audioMixer.MicLevelChanged += OnMicLevelChanged; _audioMixer.MicLevelChanged += OnMicLevelChanged;
_audioMixer.LoopbackLevelChanged += OnLoopbackLevelChanged; _audioMixer.LoopbackLevelChanged += OnLoopbackLevelChanged;
_audioMixer.MicConnected += OnMicConnected; _audioMixer.MicConnected += OnMicConnected;
@@ -409,6 +411,7 @@ public partial class MainViewModel : ViewModelBase
_layoutStore.Save(Scenes, _webcam, _socials, _music); _layoutStore.Save(Scenes, _webcam, _socials, _music);
_layoutStore.SaveTransitionSettings( _layoutStore.SaveTransitionSettings(
SelectedTransitionType.ToString(), TransitionDurationMs); SelectedTransitionType.ToString(), TransitionDurationMs);
_layoutStore.SaveAudioSyncOffsetMs(AudioSyncOffsetMs);
} }
catch (Exception ex) catch (Exception ex)
{ {
+8 -1
View File
@@ -155,7 +155,7 @@ C# / WPF (.NET 8) following MVVM:
|------|------| |------|------|
| `Models/` | Plain data types — Scene, Source (incl. `ClipShape`, `IsMirrored`, `VideoImageSource`), QualityOption, StreamConfig, StreamHealth, YouTubeChannel, ChatMessage, **Socials (`SocialService` enum + `SocialEntry`/`SocialsConfig` + `SocialServiceIcons`) — the social bar** | | `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 — `public partial class`, one file per functional area (Scenes, Background, Webcam, Audio, Trax, Socials, Streaming, Chat, Overlays, Account, License, Recording — split complete, see `ViewModels/index.md`); **Chat.cs is a thin delegating facade over `Services/ChatOverlayLayer.cs` (Commit G, first true decomposition)**; 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, Recording — split complete, see `ViewModels/index.md`); **Chat.cs is a thin delegating facade over `Services/ChatOverlayLayer.cs` (Commit G, first true decomposition)**; 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")** | | `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`/`AudioSyncDelay` + `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 | | `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`) | | `Themes/` | `Controls.xaml` — the single dark-theme source, merged once in `App.xaml` (see `Themes/index.md`) |
| `MainWindow.xaml` | Dark theme; layout: top bar (controls), center (preview + live controls below), left (scenes/sources), right (chat), bottom (gear + stream stats + resolution) | | `MainWindow.xaml` | Dark theme; layout: top bar (controls), center (preview + live controls below), left (scenes/sources), right (chat), bottom (gear + stream stats + resolution) |
@@ -589,6 +589,13 @@ devices, no timers).
`StopLive()` (closes the pipe → ffmpeg audio EOF) **BEFORE** stopping the frame pump (video EOF) — `StopLive()` (closes the pipe → ffmpeg audio EOF) **BEFORE** stopping the frame pump (video EOF) —
the reverse order stalls on pipe backpressure. `FfmpegEncoder` itself is untouched; the VM owns the the reverse order stalls on pipe backpressure. `FfmpegEncoder` itself is untouched; the VM owns the
pipe lifecycle. pipe lifecycle.
- **Audio sync offset (TASK 22):** after the limiter, `FillAndMix` routes the whole interleaved stereo
mix through a **`AudioSyncDelay`** (`Services/Audio/AudioSyncDelay.cs`) — a pure delay line whose
offset comes from a `Func<int> syncOffsetMs` seam (the VM's global `AudioSyncOffsetMs`, 0..500 ms,
persisted as `Audio.SyncOffsetMs`). This is OBS's documented fix for audio running ahead of the video
(delay it a few ms); positive-only, since advancing audio would need a video-side delay. A slider on
the mic bar + a status dot (`IntToSyncBrushConverter`) surface it. Changing the delay flushes the line
(a live change clicks rather than smears).
- **TRAX — free background music (TASK 8):** `MusicPlayer` = NAudio `MediaFoundationReader` - **TRAX — free background music (TASK 8):** `MusicPlayer` = NAudio `MediaFoundationReader`
(mp3/wav/m4a) → `VolumeWaveProvider16` at the hardcoded **0.20** bed (no slider) → `WaveOutEvent` on (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` the default device, **looping on any clean natural end** (`PlaybackStopped` with `e.Exception == null`
+77
View File
@@ -0,0 +1,77 @@
using Xunit;
using ytLive.Services.Audio;
namespace ytLive.Tests;
/// <summary>
/// TASK 22: the global audio-sync delay line. It is a pure fixed positive
/// delay on the interleaved stereo mix — the OBS fix for audio running ahead
/// of video. Positive-only: advancing audio needs a video-side delay and is
/// out of the audio layer's scope.
/// </summary>
public class AudioSyncDelayTests
{
[Fact]
public void ZeroDelay_PassesThroughUnchanged()
{
var delay = new AudioSyncDelay(48000);
delay.Configure(0);
var input = new float[16];
for (var i = 0; i < input.Length; i++)
input[i] = i - 8;
var output = new float[16];
delay.Process(input, output);
Assert.Equal(input, output);
}
[Fact]
public void ConfigureClampsNegativeToZero_AndBeyond500msTo500ms()
{
var delay = new AudioSyncDelay(48000);
delay.Configure(-50);
Assert.Equal(0, MarkerShift(delay, 1000));
// 500 ms at 48 kHz = 24000 frames = 48000 interleaved samples.
delay.Configure(6000);
Assert.Equal(48000, MarkerShift(delay, 48000));
}
[Fact]
public void TenMsDelay_EmitsTheSignal960SamplesLater()
{
// 10 ms at 48 kHz = 480 frames; interleaved stereo = 960 samples.
var delay = new AudioSyncDelay(48000);
Assert.Equal(960, MarkerShift(delay, 480 * 2, configureMs: 10));
}
private static int MarkerShift(AudioSyncDelay delay, int chunkLen, int configureMs = -1)
{
if (configureMs >= 0)
delay.Configure(configureMs);
var chunk = new float[chunkLen];
var output = new float[chunkLen];
chunk[0] = 1f; // sole non-zero: left of frame 0
var foundAt = -1;
var total = 0;
for (var c = 0; c < 4 && foundAt < 0; c++)
{
delay.Process(chunk, output);
for (var i = 0; i < chunkLen; i++)
{
if (output[i] != 0f)
{
foundAt = total + i;
break;
}
}
total += chunkLen;
}
Assert.True(foundAt >= 0, "marker never appeared in the delayed output");
return foundAt;
}
}