feat(dock): TRAX becomes a background level, not a channel strip
Creator ruling (2026-10-30): TRAX is background music and is controlled separately from desktop and mic — so KISS it: - TRAX loses its own ladder and slider. It is one number plus ±5 dB buttons, disabled at the ends (−60 dB floor, +6 dB ceiling). - It STARTS at −50 dB, taken from the creator's own meter readings, and moves in 5 dB clicks. If that proves inaudible on their setup, six clicks lands at −20 — the buttons exist for exactly that, and `TraxDefaultDb` is one constant. - Layout follows: Desktop's volume now sits directly beneath its ladder, and the TRAX row (name, play/pause, level) sits beneath that, inside the GAME bay. The bays are MIC | GAME+TRAX | LIP-SYNC. - The metering tap on the player stays (it is how "is the music producing sound" is answered) but has no ladder of its own; the desktop bed already shows the music. Guards updated: TraxBayTests now asserts the stepper wiring and that the row has NO SegmentMeter; GameBayTests asserts the desktop fader sits below the desktop ladder.
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@@ -15,6 +15,10 @@ public class GameBayTests
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{
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var dock = SourceAssert.Text("Controls", "AudioDock.xaml");
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Assert.Contains("Value=\"{Binding GameVolumeDb, Mode=TwoWay}\"", dock);
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// Desktop volume sits directly beneath its meter (creator's layout ruling).
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var desktopMeter = dock.IndexOf("Level=\"{Binding GameMeterFraction}\"", System.StringComparison.Ordinal);
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var desktopFader = dock.IndexOf("Value=\"{Binding GameVolumeDb, Mode=TwoWay}\"", System.StringComparison.Ordinal);
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Assert.True(desktopFader > desktopMeter, "the desktop fader belongs under the desktop ladder");
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Assert.Contains("Level=\"{Binding GameMeterFraction}\"", dock);
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Assert.Contains("Text=\"{Binding GameDuckLabel}\"", dock);
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Assert.Contains("Visibility=\"{Binding IsGameDucking, Converter={StaticResource BoolToVis}}\"", dock);
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