Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c1126a52b9 | |||
| fc33022006 | |||
| 46978b8bc3 | |||
| 58e7b3f3d1 |
@@ -20,6 +20,13 @@ work lands directly on `main`, committed and pushed per work unit. No
|
||||
`taskNN-*` branches, no PRs. The scope discipline above is about test focus,
|
||||
not git mechanics.
|
||||
|
||||
**Commit / push policy (2026-08-30, user directive):** commit every work unit —
|
||||
committing is expected and never needs extra permission. Pushing is different:
|
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push ONLY at sub-milestones and milestones. During a multi-commit refactor,
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||||
that means commits land locally every partial; `git push` happens at the
|
||||
session's agreed checkpoint(s), not per-commit. When a milestone warrants a
|
||||
push the user will say so (or say "push it").
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||||
|
||||
MUST read the architecture guide before planning or modifying the codebase:
|
||||
[`ai.md`](ai.md) (+ [`schema.md`](schema.md) for the memory-map conventions).
|
||||
|
||||
|
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+26
-8
@@ -6,11 +6,28 @@
|
||||
|
||||
No feature branches pre-1.0: all work lands on `main` per work unit.
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||||
|
||||
**Latest commit:** `6031a56` — gear cleanup + Default Location for Recordings + single Start + socials hover glow.
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**Latest commit:** `e286719` — Commit 5/12 of the MainViewModel refactor (Webcam partial, tag `refactor-commit-5`).
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## What's In Flight
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||||
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Nothing — clean tree, ready for next task.
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**MainViewModel partial split (Phase 1):** 5 of 12 refactor commits landed and pushed.
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Tags `refactor-commit-0…5` = scaffold, Account, License, Scenes, Background, Webcam.
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Latest head `e286719`. Working tree clean.
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||||
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Remaining partials in order: `Audio` (Commit 6), `Trax` (7), `Socials` (8), `Streaming` (9),
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`Chat` (10), `Overlays` (11). Each lands the same way: cut → build 0 warnings →
|
||||
`./scripts/verify.sh` + `./scripts/scope-check.sh "file1" …` → commit titled
|
||||
`refactor: split <Area> out of MainViewModel — Commit N/12 (tag refactor-commit-N)`
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with the `ViewModels/index.md` progress update in the SAME commit → `git tag refactor-commit-N`.
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||||
**Do NOT push per commit (policy 2026-08-30):** commits land locally; `git push` only at
|
||||
a user-agreed sub-milestone/milestone ("push it"). Tags ride along on that push.
|
||||
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||||
Known partial-usings list (grep-verified):
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`Scenes` = ObjectModel+Specialized+ComponentModel+`ytLive`+Models+Services;
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`Background` = ObjectModel+IO+Windows+Input+Media+Media.Imaging+Helpers+Models+Services;
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`Webcam` = Windows+Input+Media.Imaging+`ytLive`+Models+Services.
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`INotificationService.Info/Warning/Error/Success` are default interface methods → any
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partial calling `_notifications.X` needs `using ytLive.Services;`.
|
||||
|
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## Landmines
|
||||
|
||||
@@ -35,11 +52,12 @@ Nothing — clean tree, ready for next task.
|
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- TASK 22 (Audio sync offset): not started — required for v1.
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- TASK 30: gear cleanup + record location + single Start + preview layout restructure — shipped across commits `6031a56` + `61b850f` + `455a409`.
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- Monetization: deferred (creator rethinking price/subscription model).
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- **File refactor (in progress — Commit 0 done):** MainViewModel.cs (3,900 lines) will be split into functional partials (Scenes, Background, Webcam, Audio, Trax, Socials, Streaming, Chat, Overlays, Account, License). `MainViewModel` is now `public partial class` (scaffold commit). Remaining: one commit per partial, each a roll-back point, `verify.sh` + `scope-check.sh` before each, docs in the same commit. MainWindow.xaml (1,681 lines) will be split into UserControls after Phase 1. Zero behavior change, tests stay green.
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- **File refactor (in progress — Commit 5/12 done):** MainViewModel.cs (3,900 lines) split into functional partials (Scenes, Background, Webcam ✔; Audio, Trax, Socials, Streaming, Chat, Overlays pending; Account, License ✔). One commit per partial, each a roll-back point (`refactor-commit-N` tags), `verify.sh` + `scope-check.sh` before each, docs in the same commit. MainWindow.xaml (1,681 lines) will be split into UserControls after Phase 1. Zero behavior change, tests stay green.
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- Monitoring: partials must re-declare their own `using`s — core file's usings do NOT carry across partial files. Field-initializer order across parts is compiler-ordered but no moved field has interdependent initializers.
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## Session summary (2026-08-29)
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## Session summary (2026-08-30)
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|
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- Corrected task status tracking: TASK 4 → ✅ Done, TASK 3 item15 (Window capture) → ✅ absorbed into Screen picker, TASK 3 status updated to 27/30
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- ai.md updated: TASK 4 steps 5-7 added as shipped, stale "frame-pipeline wiring follows" removed
|
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- HANDOFF.md todo state expanded with full statuses for all active tasks
|
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- Discussed file organization: MainViewModel.cs (3,900 lines) is a god-object with 49 commands mixing scenes, camera, audio, streaming, socials, overlays, and auth. Next session: split into functional partials
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- Completed refactor Commits 3/12 (Scenes, `dcdfcb9`), 4/12 (Background, `db068ab`), 5/12 (Webcam, `e286719`) — each tagged `refactor-commit-N`, pushed with `--tags`, verified (0-warning clean build, only the 2 known test failures).
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- Background partial took the full bucket: background model, screen capture machinery, display picker, preview fns, capture commands. Webcam partial took identity + per-scene configs + capture callbacks + size safeguards.
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- Mea culpa: asked the user a bucket-boundary question that the rules already answered — won't repeat; buckets are fixed.
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- Test-suite note: full `vstest` run aborted early once (236/237) with only the 2 known failures — accepted by `verify.sh` as a known flake.
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@@ -0,0 +1,408 @@
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using System.Windows;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Threading;
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using NAudio.CoreAudioApi;
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using ytLive;
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using ytLive.Helpers;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.Services.Audio;
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|
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namespace ytLive.ViewModels;
|
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public partial class MainViewModel
|
||||
{
|
||||
private readonly DispatcherTimer _volumeFlashTimer;
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||||
private readonly DispatcherTimer _gameVolumeFlashTimer;
|
||||
private double _audioLevel;
|
||||
private bool _volumeAdjusting;
|
||||
private bool _volumeFlash;
|
||||
private double _micVolume = 0.8;
|
||||
private bool _micMuted;
|
||||
private double? _volumeBeforeMute;
|
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private string? _micSourceName;
|
||||
private MicStatus _micStatus = MicStatus.NotConnected;
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private double _gameAudioLevel;
|
||||
private bool _gameVolumeAdjusting;
|
||||
private bool _gameVolumeFlash;
|
||||
private double _gameVolume = 1.0;
|
||||
private bool _gameMuted;
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private double? _gameVolumeBeforeMute;
|
||||
private AudioGainProvider? _gainProvider;
|
||||
private readonly IMicrophoneEnumerator _microphoneEnumerator;
|
||||
private readonly AudioMixer _audioMixer;
|
||||
|
||||
public ICommand ToggleMicMuteCommand { get; }
|
||||
public ICommand ToggleGameMuteCommand { get; }
|
||||
public ICommand OpenMicPickerCommand { get; }
|
||||
|
||||
// ─── Audio: the mic bar (meter + volume + mute + status dot) is always
|
||||
// ─── visible; the game bar (meter + volume + mute) appears only while a
|
||||
// ─── full-screen game is producing sound. Both meters preview live. ───
|
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|
||||
/// <summary>Live mic input level (0..1) — fed by the audio mixer once capture
|
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/// lands; 0 with no input. Read by the meter, scaled by MicVolume.</summary>
|
||||
public double AudioLevel
|
||||
{
|
||||
get => _audioLevel;
|
||||
set
|
||||
{
|
||||
if (SetProperty(ref _audioLevel, Math.Clamp(value, 0, 1)))
|
||||
{
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Displayed meter level: 0 while muted; the volume position while
|
||||
/// the slider is being dragged (or briefly after an unmute, so the restored
|
||||
/// level flashes on the bar) so the creator sees where they're setting it;
|
||||
/// otherwise the realtime live level scaled by volume (raising the volume
|
||||
/// moves ambient noise up the bar). Read-only meter.</summary>
|
||||
private double MeterLevel => MicMuted ? 0 : _volumeAdjusting || _volumeFlash ? MicVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)AudioLevel) * 1.2 * MicVolume);
|
||||
|
||||
public double MeterFillWidth => MeterLevel * 288;
|
||||
|
||||
public string MeterBrush => MeterLevel switch
|
||||
{
|
||||
< 0.6 => "#22c55e",
|
||||
< 0.8 => "#eab308",
|
||||
_ => "#ef4444",
|
||||
};
|
||||
|
||||
/// <summary>Previewes the volume position while the slider is dragged; the
|
||||
/// bar returns to the live level on release (empty when there is no input).
|
||||
/// Starting a drag cancels any pending unmute flash.</summary>
|
||||
public void SetVolumeAdjusting(bool adjusting)
|
||||
{
|
||||
if (adjusting)
|
||||
CancelVolumeFlash();
|
||||
if (SetProperty(ref _volumeAdjusting, adjusting))
|
||||
{
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
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||||
|
||||
private void BeginVolumeFlash()
|
||||
{
|
||||
_volumeFlash = true;
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
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||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
_volumeFlashTimer.Stop();
|
||||
_volumeFlashTimer.Start();
|
||||
}
|
||||
|
||||
private void EndVolumeFlash()
|
||||
{
|
||||
_volumeFlashTimer.Stop();
|
||||
if (_volumeFlash)
|
||||
{
|
||||
_volumeFlash = false;
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
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||||
|
||||
private void CancelVolumeFlash()
|
||||
{
|
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_volumeFlashTimer.Stop();
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_volumeFlash = false;
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}
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|
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/// <summary>Mic gain (0..1). Running to 0 mutes (the speaker flips to muted);
|
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/// moving up from 0 unmutes (the mute indicator clears). The level being left
|
||||
/// is remembered so the speaker button can restore it.</summary>
|
||||
public double MicVolume
|
||||
{
|
||||
get => _micVolume;
|
||||
set
|
||||
{
|
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var clamped = Math.Clamp(value, 0, 1);
|
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if (clamped == 0 && !_micMuted)
|
||||
_volumeBeforeMute ??= _micVolume;
|
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if (SetProperty(ref _micVolume, clamped))
|
||||
{
|
||||
var muted = clamped == 0;
|
||||
if (_micMuted != muted)
|
||||
{
|
||||
_micMuted = muted;
|
||||
OnPropertyChanged(nameof(MicMuted));
|
||||
OnPropertyChanged(nameof(MicMuteText));
|
||||
}
|
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if (!muted)
|
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_volumeBeforeMute = null;
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Read-only: true whenever the volume is 0. Only MicVolume may
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/// change it, so the slider and the speaker can never disagree.</summary>
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public bool MicMuted => _micMuted;
|
||||
|
||||
public string MicMuteText => MicMuted ? "Unmute" : "Mute";
|
||||
|
||||
/// <summary>Name of the picked voice source, shown left-justified INSIDE the meter
|
||||
/// bar (FontSize 10, ellipsized to the bar) — ai.md is the authority here.</summary>
|
||||
public string? MicSourceName
|
||||
{
|
||||
get => _micSourceName;
|
||||
private set => SetProperty(ref _micSourceName, value);
|
||||
}
|
||||
|
||||
private void ToggleMicMute()
|
||||
{
|
||||
if (MicMuted)
|
||||
{
|
||||
MicVolume = _volumeBeforeMute ?? 0.8;
|
||||
BeginVolumeFlash();
|
||||
}
|
||||
else
|
||||
{
|
||||
_volumeBeforeMute = MicVolume;
|
||||
MicVolume = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void PickMicrophone()
|
||||
{
|
||||
var dialog = new MicPickerDialog(new MicPickerViewModel(_microphoneEnumerator))
|
||||
{
|
||||
Owner = System.Windows.Application.Current?.MainWindow
|
||||
};
|
||||
if (dialog.ShowDialog() == true && dialog.PickedDevice != null)
|
||||
{
|
||||
MicSourceName = dialog.PickedDevice.DisplayName;
|
||||
_layoutStore.SaveMicSourceName(MicSourceName); // persist across restarts
|
||||
_audioMixer.RestartMic(); // swap the live device immediately
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Mic status dot (the MIC button) ───
|
||||
|
||||
private static readonly SolidColorBrush MicProblemBrush = CreateBrush("#f1c40f");
|
||||
|
||||
/// <summary>Mic connection state, driven by the mixer's MicConnected/MicFailed
|
||||
/// events and the startup device check (see StartMicCaptureAsync).</summary>
|
||||
public MicStatus MicStatus
|
||||
{
|
||||
get => _micStatus;
|
||||
private set
|
||||
{
|
||||
if (SetProperty(ref _micStatus, value))
|
||||
{
|
||||
OnPropertyChanged(nameof(MicStatusBrush));
|
||||
OnPropertyChanged(nameof(MicStatusToolTip));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Status dot: green = connected, yellow = problem with the requested
|
||||
/// connection, red = not connected (no device / not started).</summary>
|
||||
public SolidColorBrush MicStatusBrush => MicStatus switch
|
||||
{
|
||||
MicStatus.Connected => BarOnBrush,
|
||||
MicStatus.Problem => MicProblemBrush,
|
||||
_ => BarOffBrush,
|
||||
};
|
||||
|
||||
public string MicStatusToolTip => MicStatus switch
|
||||
{
|
||||
MicStatus.Connected => "Mic connected — click to change",
|
||||
MicStatus.Problem => "Mic problem — the requested microphone is unavailable (in use or unplugged). Click to change",
|
||||
_ => "No mic connected — click to choose a microphone",
|
||||
};
|
||||
// ─── Game audio bar (desktop/game): always visible — a mirror of the mic bar
|
||||
// ─── (meter + mute + volume). Desktop/game audio is automatic (WASAPI loopback). ───
|
||||
private static void PushSystemVolume(double volume)
|
||||
{
|
||||
try
|
||||
{
|
||||
using var enumerator = new MMDeviceEnumerator();
|
||||
using var device = enumerator.GetDefaultAudioEndpoint(DataFlow.Render, Role.Multimedia);
|
||||
device.AudioEndpointVolume.MasterVolumeLevelScalar = (float)volume;
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
/// <summary>Live desktop/game input level (0..1), fed by the mixer's loopback
|
||||
/// capture. Read by the game meter, scaled by GameAudioVolume.</summary>
|
||||
public double GameAudioLevel
|
||||
{
|
||||
get => _gameAudioLevel;
|
||||
set
|
||||
{
|
||||
if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
|
||||
{
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Displayed game meter level: 0 while muted; the volume position
|
||||
/// while the slider is dragged (or briefly after an unmute flash); otherwise
|
||||
/// the realtime live level scaled by volume.</summary>
|
||||
private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)GameAudioLevel));
|
||||
|
||||
public double GameMeterFillWidth => GameMeterLevel * 288;
|
||||
|
||||
public string GameMeterBrush => GameMeterLevel switch
|
||||
{
|
||||
< 0.6 => "#22c55e",
|
||||
< 0.8 => "#eab308",
|
||||
_ => "#ef4444",
|
||||
};
|
||||
|
||||
public void SetGameVolumeAdjusting(bool adjusting)
|
||||
{
|
||||
if (adjusting)
|
||||
CancelGameVolumeFlash();
|
||||
if (SetProperty(ref _gameVolumeAdjusting, adjusting))
|
||||
{
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void BeginGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlash = true;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
_gameVolumeFlashTimer.Start();
|
||||
}
|
||||
|
||||
private void EndGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
if (_gameVolumeFlash)
|
||||
{
|
||||
_gameVolumeFlash = false;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
_gameVolumeFlash = false;
|
||||
}
|
||||
|
||||
/// <summary>Game audio gain (0..1, unity default). Running to 0 mutes; the
|
||||
/// prior level is remembered so the speaker button can restore it.</summary>
|
||||
public double GameAudioVolume
|
||||
{
|
||||
get => _gameVolume;
|
||||
set
|
||||
{
|
||||
var clamped = Math.Clamp(value, 0, 1);
|
||||
if (clamped == 0 && !_gameMuted)
|
||||
_gameVolumeBeforeMute ??= _gameVolume;
|
||||
if (SetProperty(ref _gameVolume, clamped))
|
||||
{
|
||||
var muted = clamped == 0;
|
||||
if (_gameMuted != muted)
|
||||
{
|
||||
_gameMuted = muted;
|
||||
OnPropertyChanged(nameof(GameMuted));
|
||||
OnPropertyChanged(nameof(GameMuteText));
|
||||
}
|
||||
if (!muted)
|
||||
_gameVolumeBeforeMute = null;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
UpdateTraxLocalGain();
|
||||
PushSystemVolume(clamped);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Read-only: true whenever the volume is 0 (the slider and the
|
||||
/// speaker can never disagree).</summary>
|
||||
public bool GameMuted => _gameMuted;
|
||||
|
||||
public string GameMuteText => GameMuted ? "Unmute" : "Mute";
|
||||
|
||||
private void ToggleGameMute()
|
||||
{
|
||||
if (GameMuted)
|
||||
{
|
||||
GameAudioVolume = _gameVolumeBeforeMute ?? 1.0;
|
||||
BeginGameVolumeFlash();
|
||||
}
|
||||
else
|
||||
{
|
||||
_gameVolumeBeforeMute = GameAudioVolume;
|
||||
GameAudioVolume = 0;
|
||||
}
|
||||
}
|
||||
private void OnMicLevelChanged(float level)
|
||||
{
|
||||
// NAudio raises on its capture thread; marshal to the UI thread so the
|
||||
// meter binding updates safely.
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => AudioLevel = level);
|
||||
else
|
||||
AudioLevel = level;
|
||||
}
|
||||
|
||||
private void OnLoopbackLevelChanged(float level)
|
||||
{
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => GameAudioLevel = level);
|
||||
else
|
||||
GameAudioLevel = level;
|
||||
}
|
||||
|
||||
private void OnMicConnected()
|
||||
{
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Connected);
|
||||
else
|
||||
MicStatus = MicStatus.Connected;
|
||||
}
|
||||
|
||||
private void OnMicFailed(Exception ex)
|
||||
{
|
||||
// The mixer logs the failure detail; here we only flip the dot to yellow.
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Problem);
|
||||
else
|
||||
MicStatus = MicStatus.Problem;
|
||||
}
|
||||
|
||||
/// <summary>Starts capture once at startup: with no mic device present the
|
||||
/// dot stays red and capture never starts; otherwise the mixer starts and
|
||||
/// raises MicConnected (green) or MicFailed (yellow).</summary>
|
||||
private async Task StartMicCaptureAsync()
|
||||
{
|
||||
try
|
||||
{
|
||||
var mics = await _microphoneEnumerator.GetMicrophonesAsync();
|
||||
if (mics.Count == 0)
|
||||
{
|
||||
MicStatus = MicStatus.NotConnected;
|
||||
AppLog.Write("Mic: no capture devices found — mic capture not started");
|
||||
_notifications.Warning("No microphone found",
|
||||
"Mic capture wasn't started — plug one in and pick it from the mixer.");
|
||||
return;
|
||||
}
|
||||
_audioMixer.Start();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
AppLog.Write($"Mic: device check failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -27,25 +27,9 @@ public partial class MainViewModel : ViewModelBase
|
||||
private readonly YouTubeStreamService _youtubeStream;
|
||||
private readonly YouTubeChatService _youtubeChat;
|
||||
private readonly DispatcherTimer _liveTimer;
|
||||
private readonly DispatcherTimer _volumeFlashTimer;
|
||||
private readonly DispatcherTimer _gameVolumeFlashTimer;
|
||||
private readonly DispatcherTimer _healthPollTimer;
|
||||
|
||||
private SceneElement? _selectedElement;
|
||||
private double _audioLevel;
|
||||
private bool _volumeAdjusting;
|
||||
private bool _volumeFlash;
|
||||
private double _micVolume = 0.8;
|
||||
private bool _micMuted;
|
||||
private double? _volumeBeforeMute;
|
||||
private string? _micSourceName;
|
||||
private MicStatus _micStatus = MicStatus.NotConnected;
|
||||
private double _gameAudioLevel;
|
||||
private bool _gameVolumeAdjusting;
|
||||
private bool _gameVolumeFlash;
|
||||
private double _gameVolume = 1.0;
|
||||
private bool _gameMuted;
|
||||
private double? _gameVolumeBeforeMute;
|
||||
|
||||
// TRAX (TASK 9): free background music at a fixed quiet volume, playing to
|
||||
// the default device so it rides the loopback into the stream. The dot is
|
||||
@@ -53,7 +37,6 @@ public partial class MainViewModel : ViewModelBase
|
||||
private readonly MusicPlayer _musicPlayer = new();
|
||||
private Music? _music;
|
||||
private bool _musicPlaying;
|
||||
private AudioGainProvider? _gainProvider;
|
||||
private StreamStatus _streamStatus = StreamStatus.Offline;
|
||||
private StreamHealth _currentHealth = new();
|
||||
private string _streamTitle = string.Empty;
|
||||
@@ -108,15 +91,6 @@ public partial class MainViewModel : ViewModelBase
|
||||
|
||||
private SocialsConfig? _socials;
|
||||
private VideoFrame? _socialBarFrame;
|
||||
private readonly IMicrophoneEnumerator _microphoneEnumerator;
|
||||
|
||||
// Live audio capture (TASK 4 ship step 4): desktop/game via WASAPI loopback,
|
||||
// mic via WASAPI capture, both owned by the mixer. Capture runs for the app's
|
||||
// lifetime (started at startup, stopped on shutdown) so the footer meters
|
||||
// stay live in preview. Mic level feeds AudioLevel (the meter); loopback
|
||||
// feeds the game audio bar's meter. Private by design — the mixer surfaces
|
||||
// the levels + mic connection state to the UI.
|
||||
private readonly AudioMixer _audioMixer;
|
||||
|
||||
// Live frame pipeline (TASK 4 ship step 5): composites the active scene at the
|
||||
// tier's FPS and paces frames into the encoder. The RTMP URL seam stays null
|
||||
@@ -260,190 +234,7 @@ public partial class MainViewModel : ViewModelBase
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Audio: the mic bar (meter + volume + mute + status dot) is always
|
||||
// ─── visible; the game bar (meter + volume + mute) appears only while a
|
||||
// ─── full-screen game is producing sound. Both meters preview live. ───
|
||||
|
||||
/// <summary>Live mic input level (0..1) — fed by the audio mixer once capture
|
||||
/// lands; 0 with no input. Read by the meter, scaled by MicVolume.</summary>
|
||||
public double AudioLevel
|
||||
{
|
||||
get => _audioLevel;
|
||||
set
|
||||
{
|
||||
if (SetProperty(ref _audioLevel, Math.Clamp(value, 0, 1)))
|
||||
{
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Displayed meter level: 0 while muted; the volume position while
|
||||
/// the slider is being dragged (or briefly after an unmute, so the restored
|
||||
/// level flashes on the bar) so the creator sees where they're setting it;
|
||||
/// otherwise the realtime live level scaled by volume (raising the volume
|
||||
/// moves ambient noise up the bar). Read-only meter.</summary>
|
||||
private double MeterLevel => MicMuted ? 0 : _volumeAdjusting || _volumeFlash ? MicVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)AudioLevel) * 1.2 * MicVolume);
|
||||
|
||||
public double MeterFillWidth => MeterLevel * 288;
|
||||
|
||||
public string MeterBrush => MeterLevel switch
|
||||
{
|
||||
< 0.6 => "#22c55e",
|
||||
< 0.8 => "#eab308",
|
||||
_ => "#ef4444",
|
||||
};
|
||||
|
||||
/// <summary>Previewes the volume position while the slider is dragged; the
|
||||
/// bar returns to the live level on release (empty when there is no input).
|
||||
/// Starting a drag cancels any pending unmute flash.</summary>
|
||||
public void SetVolumeAdjusting(bool adjusting)
|
||||
{
|
||||
if (adjusting)
|
||||
CancelVolumeFlash();
|
||||
if (SetProperty(ref _volumeAdjusting, adjusting))
|
||||
{
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void BeginVolumeFlash()
|
||||
{
|
||||
_volumeFlash = true;
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
_volumeFlashTimer.Stop();
|
||||
_volumeFlashTimer.Start();
|
||||
}
|
||||
|
||||
private void EndVolumeFlash()
|
||||
{
|
||||
_volumeFlashTimer.Stop();
|
||||
if (_volumeFlash)
|
||||
{
|
||||
_volumeFlash = false;
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelVolumeFlash()
|
||||
{
|
||||
_volumeFlashTimer.Stop();
|
||||
_volumeFlash = false;
|
||||
}
|
||||
|
||||
/// <summary>Mic gain (0..1). Running to 0 mutes (the speaker flips to muted);
|
||||
/// moving up from 0 unmutes (the mute indicator clears). The level being left
|
||||
/// is remembered so the speaker button can restore it.</summary>
|
||||
public double MicVolume
|
||||
{
|
||||
get => _micVolume;
|
||||
set
|
||||
{
|
||||
var clamped = Math.Clamp(value, 0, 1);
|
||||
if (clamped == 0 && !_micMuted)
|
||||
_volumeBeforeMute ??= _micVolume;
|
||||
if (SetProperty(ref _micVolume, clamped))
|
||||
{
|
||||
var muted = clamped == 0;
|
||||
if (_micMuted != muted)
|
||||
{
|
||||
_micMuted = muted;
|
||||
OnPropertyChanged(nameof(MicMuted));
|
||||
OnPropertyChanged(nameof(MicMuteText));
|
||||
}
|
||||
if (!muted)
|
||||
_volumeBeforeMute = null;
|
||||
OnPropertyChanged(nameof(MeterFillWidth));
|
||||
OnPropertyChanged(nameof(MeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Read-only: true whenever the volume is 0. Only MicVolume may
|
||||
/// change it, so the slider and the speaker can never disagree.</summary>
|
||||
public bool MicMuted => _micMuted;
|
||||
|
||||
public string MicMuteText => MicMuted ? "Unmute" : "Mute";
|
||||
|
||||
/// <summary>Name of the picked voice source, shown left-justified INSIDE the meter
|
||||
/// bar (FontSize 10, ellipsized to the bar) — ai.md is the authority here.</summary>
|
||||
public string? MicSourceName
|
||||
{
|
||||
get => _micSourceName;
|
||||
private set => SetProperty(ref _micSourceName, value);
|
||||
}
|
||||
|
||||
private void ToggleMicMute()
|
||||
{
|
||||
if (MicMuted)
|
||||
{
|
||||
MicVolume = _volumeBeforeMute ?? 0.8;
|
||||
BeginVolumeFlash();
|
||||
}
|
||||
else
|
||||
{
|
||||
_volumeBeforeMute = MicVolume;
|
||||
MicVolume = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void PickMicrophone()
|
||||
{
|
||||
var dialog = new MicPickerDialog(new MicPickerViewModel(_microphoneEnumerator))
|
||||
{
|
||||
Owner = System.Windows.Application.Current?.MainWindow
|
||||
};
|
||||
if (dialog.ShowDialog() == true && dialog.PickedDevice != null)
|
||||
{
|
||||
MicSourceName = dialog.PickedDevice.DisplayName;
|
||||
_layoutStore.SaveMicSourceName(MicSourceName); // persist across restarts
|
||||
_audioMixer.RestartMic(); // swap the live device immediately
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Mic status dot (the MIC button) ───
|
||||
|
||||
private static readonly SolidColorBrush MicProblemBrush = CreateBrush("#f1c40f");
|
||||
private static readonly SolidColorBrush TraxIdleBrush = CreateBrush("#555");
|
||||
|
||||
/// <summary>Mic connection state, driven by the mixer's MicConnected/MicFailed
|
||||
/// events and the startup device check (see StartMicCaptureAsync).</summary>
|
||||
public MicStatus MicStatus
|
||||
{
|
||||
get => _micStatus;
|
||||
private set
|
||||
{
|
||||
if (SetProperty(ref _micStatus, value))
|
||||
{
|
||||
OnPropertyChanged(nameof(MicStatusBrush));
|
||||
OnPropertyChanged(nameof(MicStatusToolTip));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Status dot: green = connected, yellow = problem with the requested
|
||||
/// connection, red = not connected (no device / not started).</summary>
|
||||
public SolidColorBrush MicStatusBrush => MicStatus switch
|
||||
{
|
||||
MicStatus.Connected => BarOnBrush,
|
||||
MicStatus.Problem => MicProblemBrush,
|
||||
_ => BarOffBrush,
|
||||
};
|
||||
|
||||
public string MicStatusToolTip => MicStatus switch
|
||||
{
|
||||
MicStatus.Connected => "Mic connected — click to change",
|
||||
MicStatus.Problem => "Mic problem — the requested microphone is unavailable (in use or unplugged). Click to change",
|
||||
_ => "No mic connected — click to choose a microphone",
|
||||
};
|
||||
|
||||
// ─── Game audio bar (desktop/game): always visible — a mirror of the mic bar
|
||||
// ─── (meter + mute + volume). Desktop/game audio is automatic (WASAPI loopback). ───
|
||||
|
||||
/// <summary>True while the TRAX background track is playing.</summary>
|
||||
public bool IsMusicPlaying
|
||||
{
|
||||
@@ -557,131 +348,6 @@ public partial class MainViewModel : ViewModelBase
|
||||
_musicPlayer.LocalGain = GameMuted ? 0f : 1f;
|
||||
}
|
||||
|
||||
private static void PushSystemVolume(double volume)
|
||||
{
|
||||
try
|
||||
{
|
||||
using var enumerator = new MMDeviceEnumerator();
|
||||
using var device = enumerator.GetDefaultAudioEndpoint(DataFlow.Render, Role.Multimedia);
|
||||
device.AudioEndpointVolume.MasterVolumeLevelScalar = (float)volume;
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
/// <summary>Live desktop/game input level (0..1), fed by the mixer's loopback
|
||||
/// capture. Read by the game meter, scaled by GameAudioVolume.</summary>
|
||||
public double GameAudioLevel
|
||||
{
|
||||
get => _gameAudioLevel;
|
||||
set
|
||||
{
|
||||
if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
|
||||
{
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Displayed game meter level: 0 while muted; the volume position
|
||||
/// while the slider is dragged (or briefly after an unmute flash); otherwise
|
||||
/// the realtime live level scaled by volume.</summary>
|
||||
private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)GameAudioLevel));
|
||||
|
||||
public double GameMeterFillWidth => GameMeterLevel * 288;
|
||||
|
||||
public string GameMeterBrush => GameMeterLevel switch
|
||||
{
|
||||
< 0.6 => "#22c55e",
|
||||
< 0.8 => "#eab308",
|
||||
_ => "#ef4444",
|
||||
};
|
||||
|
||||
public void SetGameVolumeAdjusting(bool adjusting)
|
||||
{
|
||||
if (adjusting)
|
||||
CancelGameVolumeFlash();
|
||||
if (SetProperty(ref _gameVolumeAdjusting, adjusting))
|
||||
{
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void BeginGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlash = true;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
_gameVolumeFlashTimer.Start();
|
||||
}
|
||||
|
||||
private void EndGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
if (_gameVolumeFlash)
|
||||
{
|
||||
_gameVolumeFlash = false;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
_gameVolumeFlash = false;
|
||||
}
|
||||
|
||||
/// <summary>Game audio gain (0..1, unity default). Running to 0 mutes; the
|
||||
/// prior level is remembered so the speaker button can restore it.</summary>
|
||||
public double GameAudioVolume
|
||||
{
|
||||
get => _gameVolume;
|
||||
set
|
||||
{
|
||||
var clamped = Math.Clamp(value, 0, 1);
|
||||
if (clamped == 0 && !_gameMuted)
|
||||
_gameVolumeBeforeMute ??= _gameVolume;
|
||||
if (SetProperty(ref _gameVolume, clamped))
|
||||
{
|
||||
var muted = clamped == 0;
|
||||
if (_gameMuted != muted)
|
||||
{
|
||||
_gameMuted = muted;
|
||||
OnPropertyChanged(nameof(GameMuted));
|
||||
OnPropertyChanged(nameof(GameMuteText));
|
||||
}
|
||||
if (!muted)
|
||||
_gameVolumeBeforeMute = null;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
UpdateTraxLocalGain();
|
||||
PushSystemVolume(clamped);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Read-only: true whenever the volume is 0 (the slider and the
|
||||
/// speaker can never disagree).</summary>
|
||||
public bool GameMuted => _gameMuted;
|
||||
|
||||
public string GameMuteText => GameMuted ? "Unmute" : "Mute";
|
||||
|
||||
private void ToggleGameMute()
|
||||
{
|
||||
if (GameMuted)
|
||||
{
|
||||
GameAudioVolume = _gameVolumeBeforeMute ?? 1.0;
|
||||
BeginGameVolumeFlash();
|
||||
}
|
||||
else
|
||||
{
|
||||
_gameVolumeBeforeMute = GameAudioVolume;
|
||||
GameAudioVolume = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsOffline => StreamStatus == StreamStatus.Offline;
|
||||
public bool IsLive => StreamStatus == StreamStatus.Streaming;
|
||||
@@ -1041,9 +707,6 @@ public partial class MainViewModel : ViewModelBase
|
||||
public ICommand RemoveSourceCommand { get; }
|
||||
public ICommand EditElementCommand { get; }
|
||||
public ICommand ToggleElementVisibilityCommand { get; }
|
||||
public ICommand ToggleMicMuteCommand { get; }
|
||||
public ICommand ToggleGameMuteCommand { get; }
|
||||
public ICommand OpenMicPickerCommand { get; }
|
||||
public ICommand OpenSocialDialogCommand { get; }
|
||||
public ICommand StartStreamCommand { get; }
|
||||
public ICommand EndStreamCommand { get; }
|
||||
@@ -2083,68 +1746,6 @@ public partial class MainViewModel : ViewModelBase
|
||||
: Environment.GetFolderPath(Environment.SpecialFolder.MyVideos);
|
||||
}
|
||||
|
||||
private void OnMicLevelChanged(float level)
|
||||
{
|
||||
// NAudio raises on its capture thread; marshal to the UI thread so the
|
||||
// meter binding updates safely.
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => AudioLevel = level);
|
||||
else
|
||||
AudioLevel = level;
|
||||
}
|
||||
|
||||
private void OnLoopbackLevelChanged(float level)
|
||||
{
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => GameAudioLevel = level);
|
||||
else
|
||||
GameAudioLevel = level;
|
||||
}
|
||||
|
||||
private void OnMicConnected()
|
||||
{
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Connected);
|
||||
else
|
||||
MicStatus = MicStatus.Connected;
|
||||
}
|
||||
|
||||
private void OnMicFailed(Exception ex)
|
||||
{
|
||||
// The mixer logs the failure detail; here we only flip the dot to yellow.
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Problem);
|
||||
else
|
||||
MicStatus = MicStatus.Problem;
|
||||
}
|
||||
|
||||
/// <summary>Starts capture once at startup: with no mic device present the
|
||||
/// dot stays red and capture never starts; otherwise the mixer starts and
|
||||
/// raises MicConnected (green) or MicFailed (yellow).</summary>
|
||||
private async Task StartMicCaptureAsync()
|
||||
{
|
||||
try
|
||||
{
|
||||
var mics = await _microphoneEnumerator.GetMicrophonesAsync();
|
||||
if (mics.Count == 0)
|
||||
{
|
||||
MicStatus = MicStatus.NotConnected;
|
||||
AppLog.Write("Mic: no capture devices found — mic capture not started");
|
||||
_notifications.Warning("No microphone found",
|
||||
"Mic capture wasn't started — plug one in and pick it from the mixer.");
|
||||
return;
|
||||
}
|
||||
_audioMixer.Start();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
AppLog.Write($"Mic: device check failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// Scene-element → latest frame, for the live compositor. The map mirrors the
|
||||
// preview: webcam by DeviceId, live captures (the background) by CaptureKey,
|
||||
|
||||
+13
-2
@@ -57,13 +57,24 @@ Progress (Commit N/12 · tag):
|
||||
`CanChangeWebcam`/`CanShowWebcamInStagedScene`/`IsWebcamSelected`/`WebcamError`,
|
||||
size safeguard `WebcamMax*`/`ClampWebcamToBounds`/`HealLegacySquareRect`,
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||||
`AddWebcamCommand`/`ChangeWebcamCommand`/`ShowWebcamCommand`).
|
||||
- **Commit 6/12 · `refactor-commit-6`: Audio landed** → `MainViewModel.Audio.cs`
|
||||
(mic bar `AudioLevel`/`MeterFillWidth`/`MeterBrush`/`MicVolume`/`MicMuted`/
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||||
`MicMuteText`/`MicSourceName`/`ToggleMicMute`/`PickMicrophone`, volume flash
|
||||
`SetVolumeAdjusting`/`BeginVolumeFlash`/`EndVolumeFlash`/`CancelVolumeFlash`,
|
||||
mic status dot `MicStatus`/`MicStatusBrush`/`MicStatusToolTip`/`MicProblemBrush`,
|
||||
game bar `GameAudioLevel`/`GameMeterLevel`/`GameMeterFillWidth`/`GameMeterBrush`/
|
||||
`SetGameVolumeAdjusting`/`GameAudioVolume`/`GameMuted`/`GameMuteText`/
|
||||
`ToggleGameMute`, `PushSystemVolume`, mixer handlers `OnMicLevelChanged`/
|
||||
`OnLoopbackLevelChanged`/`OnMicConnected`/`OnMicFailed`, `StartMicCaptureAsync`,
|
||||
audio fields + `ToggleMicMuteCommand`/`ToggleGameMuteCommand`/`OpenMicPickerCommand`).
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||||
TRAX stays in core (next commit).
|
||||
|
||||
- Core file keeps: fields, ctor, `Shutdown`/`SaveLayoutNow`/`ScheduleSave`/`LoadLayout`,
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||||
`SetPanel`/`ShowOverlay`/`ShowLicenses`, `CreateBrush`, `OpenUrl`/`ComposeEmail`,
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||||
`SubmitBug`/`SubmitFeature`, window-geometry pass-through.
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||||
- Partials: `Account` ✔ (Commit 1), `License` ✔ (Commit 2), `Scenes` ✔ (Commit 3), `Background` ✔ (Commit 4),
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||||
`Webcam` ✔ (Commit 5),
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||||
`Audio` (mic + game bars + TRAX), `Trax` (music player), `Socials` (social bar + dialog),
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||||
`Webcam` ✔ (Commit 5), `Audio` ✔ (Commit 6),
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||||
`Trax` (music player), `Socials` (social bar + dialog),
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||||
`Streaming` (go-live/record + health + quality tiers + media source pipeline),
|
||||
`Chat` (YouTube chat + mock preview + chatbox render), `Overlays` (settings/bug/feature/about
|
||||
panels + license entry).
|
||||
|
||||
Reference in New Issue
Block a user