docs: state the default-device audio assumption (no device probing, no OS-level audio debugging)

This commit is contained in:
2026-08-31 18:52:01 -07:00
parent e8ff4df05f
commit f89b9f9ffa
2 changed files with 9 additions and 0 deletions
+8
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@@ -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
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
```bash
+1
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@@ -415,6 +415,7 @@ public partial class MainViewModel
return;
}
_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)
{