docs: state the default-device audio assumption (no device probing, no OS-level audio debugging)
This commit is contained in:
@@ -28,6 +28,14 @@ ytLlive assumes you already have a YouTube creator account — connecting uses "
|
|||||||
to link that existing account. **ytLlive does not create accounts.** If you don't have a YouTube
|
to link that existing account. **ytLlive does not create accounts.** If you don't have a YouTube
|
||||||
channel yet, set one up on YouTube first, then connect it here.
|
channel yet, set one up on YouTube first, then connect it here.
|
||||||
|
|
||||||
|
## Audio Assumption
|
||||||
|
|
||||||
|
ytLlive uses your **default** microphone and desktop/game output — it never hunts for a device or
|
||||||
|
contends for one. **It assumes your audio is already configured and working** (default input and
|
||||||
|
output set, not hijacked by another app). Audio issues are a Windows/device matter outside ytLlive's
|
||||||
|
scope: we don't debug, detect, or try to fix them. If it doesn't sound right, fix the system's audio
|
||||||
|
settings first — it's on the OS, not on us.
|
||||||
|
|
||||||
## Run
|
## Run
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
|
|||||||
@@ -415,6 +415,7 @@ public partial class MainViewModel
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
_audioMixer.Start();
|
_audioMixer.Start();
|
||||||
|
AppLog.Write("Audio: using system default mic + default output — assuming they are configured and available (device issues are out of scope).");
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user