Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c41ff7fd0a | |||
| 535a50192c | |||
| c1126a52b9 | |||
| fc33022006 | |||
| 46978b8bc3 | |||
| 58e7b3f3d1 |
@@ -20,6 +20,13 @@ work lands directly on `main`, committed and pushed per work unit. No
|
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`taskNN-*` branches, no PRs. The scope discipline above is about test focus,
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`taskNN-*` branches, no PRs. The scope discipline above is about test focus,
|
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not git mechanics.
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not git mechanics.
|
||||||
|
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||||||
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**Commit / push policy (2026-08-30, user directive):** commit every work unit —
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|
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
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session's agreed checkpoint(s), not per-commit. When a milestone warrants a
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push the user will say so (or say "push it").
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|
|
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MUST read the architecture guide before planning or modifying the codebase:
|
MUST read the architecture guide before planning or modifying the codebase:
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||||||
[`ai.md`](ai.md) (+ [`schema.md`](schema.md) for the memory-map conventions).
|
[`ai.md`](ai.md) (+ [`schema.md`](schema.md) for the memory-map conventions).
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+26
-8
@@ -6,11 +6,28 @@
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|
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No feature branches pre-1.0: all work lands on `main` per work unit.
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No feature branches pre-1.0: all work lands on `main` per work unit.
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||||||
|
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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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## 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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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 →
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`./scripts/verify.sh` + `./scripts/scope-check.sh "file1" …` → commit titled
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`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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|
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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
|
## Landmines
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|
|
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@@ -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.
|
- 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`.
|
- 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).
|
- 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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- 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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- ai.md updated: TASK 4 steps 5-7 added as shipped, stale "frame-pipeline wiring follows" removed
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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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- HANDOFF.md todo state expanded with full statuses for all active tasks
|
- Mea culpa: asked the user a bucket-boundary question that the rules already answered — won't repeat; buckets are fixed.
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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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- 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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namespace ytLive.ViewModels;
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public partial class MainViewModel
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|
{
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private readonly DispatcherTimer _volumeFlashTimer;
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private readonly DispatcherTimer _gameVolumeFlashTimer;
|
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|
private double _audioLevel;
|
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|
private bool _volumeAdjusting;
|
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private bool _volumeFlash;
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|
private double _micVolume = 0.8;
|
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|
private bool _micMuted;
|
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private double? _volumeBeforeMute;
|
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private string? _micSourceName;
|
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|
private MicStatus _micStatus = MicStatus.NotConnected;
|
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|
private double _gameAudioLevel;
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|
private bool _gameVolumeAdjusting;
|
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|
private bool _gameVolumeFlash;
|
||||||
|
private double _gameVolume = 1.0;
|
||||||
|
private bool _gameMuted;
|
||||||
|
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; }
|
||||||
|
|
||||||
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// ─── 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
|
||||||
|
{
|
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|
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
|
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/// the slider is being dragged (or briefly after an unmute, so the restored
|
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/// level flashes on the bar) so the creator sees where they're setting it;
|
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/// 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);
|
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|
|
||||||
|
public double MeterFillWidth => MeterLevel * 288;
|
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|
|
||||||
|
public string MeterBrush => MeterLevel switch
|
||||||
|
{
|
||||||
|
< 0.6 => "#22c55e",
|
||||||
|
< 0.8 => "#eab308",
|
||||||
|
_ => "#ef4444",
|
||||||
|
};
|
||||||
|
|
||||||
|
/// <summary>Previewes the volume position while the slider is dragged; the
|
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|
/// bar returns to the live level on release (empty when there is no input).
|
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|
/// 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;
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||||||
|
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");
|
||||||
|
|
||||||
|
/// <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}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,161 @@
|
|||||||
|
using System.Windows;
|
||||||
|
using System.Windows.Input;
|
||||||
|
using System.Windows.Media;
|
||||||
|
using ytLive;
|
||||||
|
using ytLive.Helpers;
|
||||||
|
using ytLive.Models;
|
||||||
|
using ytLive.Services;
|
||||||
|
using ytLive.Services.Compositor;
|
||||||
|
|
||||||
|
namespace ytLive.ViewModels;
|
||||||
|
|
||||||
|
public partial class MainViewModel
|
||||||
|
{
|
||||||
|
private SocialsConfig? _socials;
|
||||||
|
private VideoFrame? _socialBarFrame;
|
||||||
|
private readonly ISocialValidator _socialValidator = new HttpSocialValidator();
|
||||||
|
|
||||||
|
public ICommand OpenSocialDialogCommand { get; }
|
||||||
|
|
||||||
|
// ─── Social bar (global resource, shown on every scene) ───
|
||||||
|
|
||||||
|
/// <summary>True when the global socials config has at least one validated entry.</summary>
|
||||||
|
public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
|
||||||
|
|
||||||
|
/// <summary>The bar is on the stream when it's enabled and has entries.</summary>
|
||||||
|
public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
|
||||||
|
|
||||||
|
/// <summary>Footer indicator dot: green when the bar is on the stream, red otherwise.</summary>
|
||||||
|
public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
|
||||||
|
|
||||||
|
/// <summary>Green glow on the bar while it's on the stream.</summary>
|
||||||
|
public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
|
||||||
|
|
||||||
|
/// <summary>The global socials config (entries + bar settings), or null.</summary>
|
||||||
|
public SocialsConfig? Socials => _socials;
|
||||||
|
|
||||||
|
/// <summary>Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).</summary>
|
||||||
|
public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resolves a missing nodeinfo software name (mastodon, peertube, ...) for every
|
||||||
|
/// fediverse entry that doesn't have one, so the bar shows the instance's real
|
||||||
|
/// logo instead of the generic fediverse glyph. Best-effort: a failed resolution
|
||||||
|
/// leaves the glyph untouched. Returns handle → software for what was resolved —
|
||||||
|
/// the caller applies + persists (the app hops to the dispatcher; a test applies
|
||||||
|
/// directly).
|
||||||
|
/// </summary>
|
||||||
|
public static async Task<Dictionary<string, string>> HealFediverseSoftwareAsync(
|
||||||
|
SocialsConfig socials,
|
||||||
|
ISocialValidator validator,
|
||||||
|
Action<string>? log = null)
|
||||||
|
{
|
||||||
|
var resolved = new Dictionary<string, string>();
|
||||||
|
if (socials == null || validator == null) return resolved;
|
||||||
|
foreach (var entry in socials.Entries)
|
||||||
|
{
|
||||||
|
if (entry.Service != SocialService.Fediverse
|
||||||
|
|| !string.IsNullOrWhiteSpace(entry.FediverseSoftware))
|
||||||
|
continue;
|
||||||
|
if (!SocialServiceIcons.TryParseFediverse(entry.Handle, out _, out var domain))
|
||||||
|
continue;
|
||||||
|
var software = await validator.ResolveFediverseSoftwareAsync(
|
||||||
|
domain, System.Threading.CancellationToken.None);
|
||||||
|
if (string.IsNullOrWhiteSpace(software)) continue;
|
||||||
|
resolved[entry.Handle] = software;
|
||||||
|
log?.Invoke($"Socials heal: {entry.Handle} → {software}");
|
||||||
|
}
|
||||||
|
return resolved;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Runs the heal off the UI thread and applies + saves any result.</summary>
|
||||||
|
private void HealFediverseSoftwareInBackground()
|
||||||
|
{
|
||||||
|
var socials = _socials;
|
||||||
|
if (socials == null) return;
|
||||||
|
_ = Task.Run(async () =>
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var resolved = await HealFediverseSoftwareAsync(
|
||||||
|
socials, _socialValidator, m => AppLog.Write(m));
|
||||||
|
if (resolved.Count == 0) return;
|
||||||
|
await Application.Current.Dispatcher.InvokeAsync(() =>
|
||||||
|
{
|
||||||
|
var current = _socials;
|
||||||
|
if (current == null) return;
|
||||||
|
var applied = false;
|
||||||
|
foreach (var entry in current.Entries)
|
||||||
|
{
|
||||||
|
if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
|
||||||
|
if (entry.FediverseSoftware == software) continue;
|
||||||
|
entry.FediverseSoftware = software;
|
||||||
|
applied = true;
|
||||||
|
}
|
||||||
|
if (applied) NotifySocialsChanged(); // re-renders the bar + saves
|
||||||
|
});
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
AppLog.Write($"Socials heal failed: {ex.Message}");
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Re-rasterizes the social bar strip the output compositor overlays. UI thread
|
||||||
|
/// only (WPF rendering); the resulting frame is immutable, so the frame pump may
|
||||||
|
/// read it from its own thread. Null when the bar is off or empty.
|
||||||
|
/// </summary>
|
||||||
|
private void RenderSocialBarFrame()
|
||||||
|
{
|
||||||
|
_socialBarFrame = _socials != null && _socials.BarEnabled
|
||||||
|
? SocialBarRenderer.Render(_socials.Entries)
|
||||||
|
: null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
|
||||||
|
/// validation). On save the working copy replaces <see cref="_socials"/>.
|
||||||
|
/// </summary>
|
||||||
|
private void OpenSocialDialog()
|
||||||
|
{
|
||||||
|
var dialog = new SocialsDialogViewModel(
|
||||||
|
_socialValidator,
|
||||||
|
SignInAsync,
|
||||||
|
SignOutYouTubeAsync,
|
||||||
|
_youtubeAuth.CurrentChannel,
|
||||||
|
_socials);
|
||||||
|
var window = new ytLive.SocialsDialog(dialog) { Owner = Application.Current.MainWindow };
|
||||||
|
if (window.ShowDialog() == true)
|
||||||
|
{
|
||||||
|
_socials = dialog.BuildSocialsConfig();
|
||||||
|
NotifySocialsChanged();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void NotifySocialsChanged()
|
||||||
|
{
|
||||||
|
RenderSocialBarFrame();
|
||||||
|
OnPropertyChanged(nameof(HasSocials));
|
||||||
|
OnPropertyChanged(nameof(SocialBarVisible));
|
||||||
|
OnPropertyChanged(nameof(SocialBarDotBrush));
|
||||||
|
ScheduleSave();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Sets the bar's edge; called by the preview click-toggle.</summary>
|
||||||
|
public void SetSocialBarPosition(SocialBarPosition position)
|
||||||
|
{
|
||||||
|
if (_socials == null || _socials.BarPosition == position) return;
|
||||||
|
_socials.BarPosition = position;
|
||||||
|
OnPropertyChanged(nameof(SocialBarTop));
|
||||||
|
ScheduleSave();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Preview click flips the bar top ⇄ bottom (KISS — no drag math).</summary>
|
||||||
|
public void ToggleSocialBarPosition()
|
||||||
|
=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
|
||||||
|
? SocialBarPosition.Bottom
|
||||||
|
: SocialBarPosition.Top);
|
||||||
|
}
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
using System.IO;
|
||||||
|
using System.Windows.Media;
|
||||||
|
using Microsoft.Win32;
|
||||||
|
using ytLive.Helpers;
|
||||||
|
using ytLive.Models;
|
||||||
|
using ytLive.Services.Audio;
|
||||||
|
|
||||||
|
namespace ytLive.ViewModels;
|
||||||
|
|
||||||
|
public partial class MainViewModel
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
// red (no track) / yellow (loaded, stopped) / green (playing).
|
||||||
|
private readonly MusicPlayer _musicPlayer = new();
|
||||||
|
private Music? _music;
|
||||||
|
private bool _musicPlaying;
|
||||||
|
|
||||||
|
private static readonly SolidColorBrush TraxIdleBrush = CreateBrush("#555");
|
||||||
|
/// <summary>True while the TRAX background track is playing.</summary>
|
||||||
|
public bool IsMusicPlaying
|
||||||
|
{
|
||||||
|
get => _musicPlaying;
|
||||||
|
private set
|
||||||
|
{
|
||||||
|
if (SetProperty(ref _musicPlaying, value))
|
||||||
|
{
|
||||||
|
OnPropertyChanged(nameof(TraxDotBrush));
|
||||||
|
OnPropertyChanged(nameof(TraxToolTip));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private string? _traxError;
|
||||||
|
|
||||||
|
/// <summary>Error message from the last TRAX load/playback failure; null = no error.</summary>
|
||||||
|
public string? TraxError
|
||||||
|
{
|
||||||
|
get => _traxError;
|
||||||
|
private set => SetProperty(ref _traxError, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>TRAX status dot: green = playing, gray = idle or no track.</summary>
|
||||||
|
public SolidColorBrush TraxDotBrush => _musicPlayer.IsPlaying
|
||||||
|
? BarOnBrush
|
||||||
|
: TraxIdleBrush;
|
||||||
|
|
||||||
|
public string TraxToolTip => _musicPlayer.TrackName != null
|
||||||
|
? $"TRAX: {_musicPlayer.TrackName} — left-click {(IsMusicPlaying ? "pauses" : "plays")}, right-click chooses a track"
|
||||||
|
: "No track — left-click or right-click to choose background music";
|
||||||
|
|
||||||
|
/// <summary>Left-click on TRAX: no track → pick one; otherwise toggle play/pause.</summary>
|
||||||
|
public void TraxLeftClick()
|
||||||
|
{
|
||||||
|
if (_music == null || string.IsNullOrWhiteSpace(_music.TrackPath))
|
||||||
|
PickTraxTrack();
|
||||||
|
else if (IsMusicPlaying)
|
||||||
|
PauseTrax();
|
||||||
|
else
|
||||||
|
PlayTrax();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Right-click on TRAX: always open the track picker (never the OS viewer).</summary>
|
||||||
|
public void TraxRightClick() => PickTraxTrack();
|
||||||
|
|
||||||
|
private void PickTraxTrack()
|
||||||
|
{
|
||||||
|
var dialog = new OpenFileDialog
|
||||||
|
{
|
||||||
|
Title = "Choose background music",
|
||||||
|
Filter = "Music (*.mp3;*.wav;*.m4a;*.aac;*.flac;*.ogg)|*.mp3;*.wav;*.m4a;*.aac;*.flac;*.ogg|All files (*.*)|*.*",
|
||||||
|
};
|
||||||
|
if (dialog.ShowDialog() != true)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_music = new Music { TrackPath = dialog.FileName, IsEnabled = true };
|
||||||
|
LoadTrax(play: true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadTrax(bool play)
|
||||||
|
{
|
||||||
|
if (_music == null || string.IsNullOrWhiteSpace(_music.TrackPath))
|
||||||
|
return;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_musicPlayer.Load(_music.TrackPath);
|
||||||
|
UpdateTraxLocalGain();
|
||||||
|
_music.IsEnabled = true;
|
||||||
|
TraxError = null;
|
||||||
|
if (play)
|
||||||
|
_musicPlayer.Play();
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
AppLog.Write($"TRAX: failed to load '{_music.TrackPath}': {ex.Message}");
|
||||||
|
TraxError = $"Failed to load: {Path.GetFileName(_music.TrackPath)} — {ex.Message}";
|
||||||
|
}
|
||||||
|
RefreshTraxUi();
|
||||||
|
ScheduleSave();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayTrax() => _musicPlayer.Play();
|
||||||
|
|
||||||
|
private void PauseTrax() => _musicPlayer.Pause();
|
||||||
|
|
||||||
|
private void OnTraxPlaybackEnded(Exception? ex)
|
||||||
|
{
|
||||||
|
if (ex != null)
|
||||||
|
{
|
||||||
|
AppLog.Write($"TRAX: playback error: {ex.Message}");
|
||||||
|
TraxError = $"Playback error: {ex.Message}";
|
||||||
|
}
|
||||||
|
RefreshTraxUi();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RefreshTraxUi()
|
||||||
|
{
|
||||||
|
IsMusicPlaying = _musicPlayer.IsPlaying;
|
||||||
|
OnPropertyChanged(nameof(TraxDotBrush));
|
||||||
|
OnPropertyChanged(nameof(TraxToolTip));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Mirrors the desktop/game audio bar's volume and mute onto the
|
||||||
|
/// music so the creator hears the controls work in the headphones (the
|
||||||
|
/// track rides the loopback channel, so it must duck the same way locally).
|
||||||
|
/// Called whenever the game volume/mute change and on TRAX load.</summary>
|
||||||
|
private void UpdateTraxLocalGain()
|
||||||
|
{
|
||||||
|
_musicPlayer.LocalGain = GameMuted ? 0f : 1f;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -27,33 +27,10 @@ public partial class MainViewModel : ViewModelBase
|
|||||||
private readonly YouTubeStreamService _youtubeStream;
|
private readonly YouTubeStreamService _youtubeStream;
|
||||||
private readonly YouTubeChatService _youtubeChat;
|
private readonly YouTubeChatService _youtubeChat;
|
||||||
private readonly DispatcherTimer _liveTimer;
|
private readonly DispatcherTimer _liveTimer;
|
||||||
private readonly DispatcherTimer _volumeFlashTimer;
|
|
||||||
private readonly DispatcherTimer _gameVolumeFlashTimer;
|
|
||||||
private readonly DispatcherTimer _healthPollTimer;
|
private readonly DispatcherTimer _healthPollTimer;
|
||||||
|
|
||||||
private SceneElement? _selectedElement;
|
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
|
|
||||||
// red (no track) / yellow (loaded, stopped) / green (playing).
|
|
||||||
private readonly MusicPlayer _musicPlayer = new();
|
|
||||||
private Music? _music;
|
|
||||||
private bool _musicPlaying;
|
|
||||||
private AudioGainProvider? _gainProvider;
|
|
||||||
private StreamStatus _streamStatus = StreamStatus.Offline;
|
private StreamStatus _streamStatus = StreamStatus.Offline;
|
||||||
private StreamHealth _currentHealth = new();
|
private StreamHealth _currentHealth = new();
|
||||||
private string _streamTitle = string.Empty;
|
private string _streamTitle = string.Empty;
|
||||||
@@ -106,18 +83,6 @@ public partial class MainViewModel : ViewModelBase
|
|||||||
// news up the real service; the VM is built from XAML so no DI seam exists.
|
// news up the real service; the VM is built from XAML so no DI seam exists.
|
||||||
private readonly INotificationService _notifications = new NotificationService();
|
private readonly INotificationService _notifications = new NotificationService();
|
||||||
|
|
||||||
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
|
// 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
|
// tier's FPS and paces frames into the encoder. The RTMP URL seam stays null
|
||||||
// until the live-stream create flow (TASK 5) supplies the reusable stream URL.
|
// until the live-stream create flow (TASK 5) supplies the reusable stream URL.
|
||||||
@@ -201,33 +166,11 @@ public partial class MainViewModel : ViewModelBase
|
|||||||
=> StagedScene != null
|
=> StagedScene != null
|
||||||
&& !Scenes.Any(s => s.Elements.OfType<Source>().Any(e => e.Type == SourceType.ChatBox));
|
&& !Scenes.Any(s => s.Elements.OfType<Source>().Any(e => e.Type == SourceType.ChatBox));
|
||||||
|
|
||||||
// ─── Social bar (global resource, shown on every scene) ───
|
|
||||||
|
|
||||||
private static readonly SolidColorBrush BarOnBrush = CreateBrush("#2ecc71");
|
private static readonly SolidColorBrush BarOnBrush = CreateBrush("#2ecc71");
|
||||||
private static readonly SolidColorBrush BarOffBrush = CreateBrush("#e94560");
|
private static readonly SolidColorBrush BarOffBrush = CreateBrush("#e94560");
|
||||||
private static SolidColorBrush CreateBrush(string hex)
|
private static SolidColorBrush CreateBrush(string hex)
|
||||||
=> (SolidColorBrush)new BrushConverter().ConvertFromString(hex)!;
|
=> (SolidColorBrush)new BrushConverter().ConvertFromString(hex)!;
|
||||||
|
|
||||||
/// <summary>True when the global socials config has at least one validated entry.</summary>
|
|
||||||
public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
|
|
||||||
|
|
||||||
/// <summary>The bar is on the stream when it's enabled and has entries.</summary>
|
|
||||||
public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
|
|
||||||
|
|
||||||
/// <summary>Footer indicator dot: green when the bar is on the stream, red otherwise.</summary>
|
|
||||||
public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
|
|
||||||
|
|
||||||
/// <summary>Green glow on the bar while it's on the stream.</summary>
|
|
||||||
public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
|
|
||||||
|
|
||||||
/// <summary>The global socials config (entries + bar settings), or null.</summary>
|
|
||||||
public SocialsConfig? Socials => _socials;
|
|
||||||
|
|
||||||
/// <summary>Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).</summary>
|
|
||||||
public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
|
|
||||||
|
|
||||||
private readonly ISocialValidator _socialValidator = new HttpSocialValidator();
|
|
||||||
|
|
||||||
/// <summary>True when the Elements panel should show the "No configurable elements" hint.</summary>
|
/// <summary>True when the Elements panel should show the "No configurable elements" hint.</summary>
|
||||||
public bool IsElementsPanelEmpty => SelectedElement is { } el
|
public bool IsElementsPanelEmpty => SelectedElement is { } el
|
||||||
&& !el.IsDraggable && !el.IsWebcam
|
&& !el.IsDraggable && !el.IsWebcam
|
||||||
@@ -260,429 +203,6 @@ 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
|
|
||||||
{
|
|
||||||
get => _musicPlaying;
|
|
||||||
private set
|
|
||||||
{
|
|
||||||
if (SetProperty(ref _musicPlaying, value))
|
|
||||||
{
|
|
||||||
OnPropertyChanged(nameof(TraxDotBrush));
|
|
||||||
OnPropertyChanged(nameof(TraxToolTip));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private string? _traxError;
|
|
||||||
|
|
||||||
/// <summary>Error message from the last TRAX load/playback failure; null = no error.</summary>
|
|
||||||
public string? TraxError
|
|
||||||
{
|
|
||||||
get => _traxError;
|
|
||||||
private set => SetProperty(ref _traxError, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>TRAX status dot: green = playing, gray = idle or no track.</summary>
|
|
||||||
public SolidColorBrush TraxDotBrush => _musicPlayer.IsPlaying
|
|
||||||
? BarOnBrush
|
|
||||||
: TraxIdleBrush;
|
|
||||||
|
|
||||||
public string TraxToolTip => _musicPlayer.TrackName != null
|
|
||||||
? $"TRAX: {_musicPlayer.TrackName} — left-click {(IsMusicPlaying ? "pauses" : "plays")}, right-click chooses a track"
|
|
||||||
: "No track — left-click or right-click to choose background music";
|
|
||||||
|
|
||||||
/// <summary>Left-click on TRAX: no track → pick one; otherwise toggle play/pause.</summary>
|
|
||||||
public void TraxLeftClick()
|
|
||||||
{
|
|
||||||
if (_music == null || string.IsNullOrWhiteSpace(_music.TrackPath))
|
|
||||||
PickTraxTrack();
|
|
||||||
else if (IsMusicPlaying)
|
|
||||||
PauseTrax();
|
|
||||||
else
|
|
||||||
PlayTrax();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Right-click on TRAX: always open the track picker (never the OS viewer).</summary>
|
|
||||||
public void TraxRightClick() => PickTraxTrack();
|
|
||||||
|
|
||||||
private void PickTraxTrack()
|
|
||||||
{
|
|
||||||
var dialog = new OpenFileDialog
|
|
||||||
{
|
|
||||||
Title = "Choose background music",
|
|
||||||
Filter = "Music (*.mp3;*.wav;*.m4a;*.aac;*.flac;*.ogg)|*.mp3;*.wav;*.m4a;*.aac;*.flac;*.ogg|All files (*.*)|*.*",
|
|
||||||
};
|
|
||||||
if (dialog.ShowDialog() != true)
|
|
||||||
return;
|
|
||||||
|
|
||||||
_music = new Music { TrackPath = dialog.FileName, IsEnabled = true };
|
|
||||||
LoadTrax(play: true);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LoadTrax(bool play)
|
|
||||||
{
|
|
||||||
if (_music == null || string.IsNullOrWhiteSpace(_music.TrackPath))
|
|
||||||
return;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
_musicPlayer.Load(_music.TrackPath);
|
|
||||||
UpdateTraxLocalGain();
|
|
||||||
_music.IsEnabled = true;
|
|
||||||
TraxError = null;
|
|
||||||
if (play)
|
|
||||||
_musicPlayer.Play();
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
AppLog.Write($"TRAX: failed to load '{_music.TrackPath}': {ex.Message}");
|
|
||||||
TraxError = $"Failed to load: {Path.GetFileName(_music.TrackPath)} — {ex.Message}";
|
|
||||||
}
|
|
||||||
RefreshTraxUi();
|
|
||||||
ScheduleSave();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PlayTrax() => _musicPlayer.Play();
|
|
||||||
|
|
||||||
private void PauseTrax() => _musicPlayer.Pause();
|
|
||||||
|
|
||||||
private void OnTraxPlaybackEnded(Exception? ex)
|
|
||||||
{
|
|
||||||
if (ex != null)
|
|
||||||
{
|
|
||||||
AppLog.Write($"TRAX: playback error: {ex.Message}");
|
|
||||||
TraxError = $"Playback error: {ex.Message}";
|
|
||||||
}
|
|
||||||
RefreshTraxUi();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RefreshTraxUi()
|
|
||||||
{
|
|
||||||
IsMusicPlaying = _musicPlayer.IsPlaying;
|
|
||||||
OnPropertyChanged(nameof(TraxDotBrush));
|
|
||||||
OnPropertyChanged(nameof(TraxToolTip));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Mirrors the desktop/game audio bar's volume and mute onto the
|
|
||||||
/// music so the creator hears the controls work in the headphones (the
|
|
||||||
/// track rides the loopback channel, so it must duck the same way locally).
|
|
||||||
/// Called whenever the game volume/mute change and on TRAX load.</summary>
|
|
||||||
private void UpdateTraxLocalGain()
|
|
||||||
{
|
|
||||||
_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 IsOffline => StreamStatus == StreamStatus.Offline;
|
||||||
public bool IsLive => StreamStatus == StreamStatus.Streaming;
|
public bool IsLive => StreamStatus == StreamStatus.Streaming;
|
||||||
public bool IsLivePrivate => IsLive && string.Equals(StreamVisibility, "Private", StringComparison.OrdinalIgnoreCase);
|
public bool IsLivePrivate => IsLive && string.Equals(StreamVisibility, "Private", StringComparison.OrdinalIgnoreCase);
|
||||||
@@ -1041,10 +561,6 @@ public partial class MainViewModel : ViewModelBase
|
|||||||
public ICommand RemoveSourceCommand { get; }
|
public ICommand RemoveSourceCommand { get; }
|
||||||
public ICommand EditElementCommand { get; }
|
public ICommand EditElementCommand { get; }
|
||||||
public ICommand ToggleElementVisibilityCommand { 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 StartStreamCommand { get; }
|
||||||
public ICommand EndStreamCommand { get; }
|
public ICommand EndStreamCommand { get; }
|
||||||
public ICommand ChooseRecordFolderCommand { get; }
|
public ICommand ChooseRecordFolderCommand { get; }
|
||||||
@@ -2083,68 +1599,6 @@ public partial class MainViewModel : ViewModelBase
|
|||||||
: Environment.GetFolderPath(Environment.SpecialFolder.MyVideos);
|
: 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
|
// Scene-element → latest frame, for the live compositor. The map mirrors the
|
||||||
// preview: webcam by DeviceId, live captures (the background) by CaptureKey,
|
// preview: webcam by DeviceId, live captures (the background) by CaptureKey,
|
||||||
@@ -2433,127 +1887,4 @@ public partial class MainViewModel : ViewModelBase
|
|||||||
OnPropertyChanged(nameof(RecDotOpacity));
|
OnPropertyChanged(nameof(RecDotOpacity));
|
||||||
}
|
}
|
||||||
|
|
||||||
// ─── Social bar ───
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Resolves a missing nodeinfo software name (mastodon, peertube, ...) for every
|
|
||||||
/// fediverse entry that doesn't have one, so the bar shows the instance's real
|
|
||||||
/// logo instead of the generic fediverse glyph. Best-effort: a failed resolution
|
|
||||||
/// leaves the glyph untouched. Returns handle → software for what was resolved —
|
|
||||||
/// the caller applies + persists (the app hops to the dispatcher; a test applies
|
|
||||||
/// directly).
|
|
||||||
/// </summary>
|
|
||||||
public static async Task<Dictionary<string, string>> HealFediverseSoftwareAsync(
|
|
||||||
SocialsConfig socials,
|
|
||||||
ISocialValidator validator,
|
|
||||||
Action<string>? log = null)
|
|
||||||
{
|
|
||||||
var resolved = new Dictionary<string, string>();
|
|
||||||
if (socials == null || validator == null) return resolved;
|
|
||||||
foreach (var entry in socials.Entries)
|
|
||||||
{
|
|
||||||
if (entry.Service != SocialService.Fediverse
|
|
||||||
|| !string.IsNullOrWhiteSpace(entry.FediverseSoftware))
|
|
||||||
continue;
|
|
||||||
if (!SocialServiceIcons.TryParseFediverse(entry.Handle, out _, out var domain))
|
|
||||||
continue;
|
|
||||||
var software = await validator.ResolveFediverseSoftwareAsync(
|
|
||||||
domain, System.Threading.CancellationToken.None);
|
|
||||||
if (string.IsNullOrWhiteSpace(software)) continue;
|
|
||||||
resolved[entry.Handle] = software;
|
|
||||||
log?.Invoke($"Socials heal: {entry.Handle} → {software}");
|
|
||||||
}
|
|
||||||
return resolved;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Runs the heal off the UI thread and applies + saves any result.</summary>
|
|
||||||
private void HealFediverseSoftwareInBackground()
|
|
||||||
{
|
|
||||||
var socials = _socials;
|
|
||||||
if (socials == null) return;
|
|
||||||
_ = Task.Run(async () =>
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var resolved = await HealFediverseSoftwareAsync(
|
|
||||||
socials, _socialValidator, m => AppLog.Write(m));
|
|
||||||
if (resolved.Count == 0) return;
|
|
||||||
await Application.Current.Dispatcher.InvokeAsync(() =>
|
|
||||||
{
|
|
||||||
var current = _socials;
|
|
||||||
if (current == null) return;
|
|
||||||
var applied = false;
|
|
||||||
foreach (var entry in current.Entries)
|
|
||||||
{
|
|
||||||
if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
|
|
||||||
if (entry.FediverseSoftware == software) continue;
|
|
||||||
entry.FediverseSoftware = software;
|
|
||||||
applied = true;
|
|
||||||
}
|
|
||||||
if (applied) NotifySocialsChanged(); // re-renders the bar + saves
|
|
||||||
});
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
AppLog.Write($"Socials heal failed: {ex.Message}");
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Re-rasterizes the social bar strip the output compositor overlays. UI thread
|
|
||||||
/// only (WPF rendering); the resulting frame is immutable, so the frame pump may
|
|
||||||
/// read it from its own thread. Null when the bar is off or empty.
|
|
||||||
/// </summary>
|
|
||||||
private void RenderSocialBarFrame()
|
|
||||||
{
|
|
||||||
_socialBarFrame = _socials != null && _socials.BarEnabled
|
|
||||||
? SocialBarRenderer.Render(_socials.Entries)
|
|
||||||
: null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
|
|
||||||
/// validation). On save the working copy replaces <see cref="_socials"/>.
|
|
||||||
/// </summary>
|
|
||||||
private void OpenSocialDialog()
|
|
||||||
{
|
|
||||||
var dialog = new SocialsDialogViewModel(
|
|
||||||
_socialValidator,
|
|
||||||
SignInAsync,
|
|
||||||
SignOutYouTubeAsync,
|
|
||||||
_youtubeAuth.CurrentChannel,
|
|
||||||
_socials);
|
|
||||||
var window = new ytLive.SocialsDialog(dialog) { Owner = Application.Current.MainWindow };
|
|
||||||
if (window.ShowDialog() == true)
|
|
||||||
{
|
|
||||||
_socials = dialog.BuildSocialsConfig();
|
|
||||||
NotifySocialsChanged();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void NotifySocialsChanged()
|
|
||||||
{
|
|
||||||
RenderSocialBarFrame();
|
|
||||||
OnPropertyChanged(nameof(HasSocials));
|
|
||||||
OnPropertyChanged(nameof(SocialBarVisible));
|
|
||||||
OnPropertyChanged(nameof(SocialBarDotBrush));
|
|
||||||
ScheduleSave();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Sets the bar's edge; called by the preview click-toggle.</summary>
|
|
||||||
public void SetSocialBarPosition(SocialBarPosition position)
|
|
||||||
{
|
|
||||||
if (_socials == null || _socials.BarPosition == position) return;
|
|
||||||
_socials.BarPosition = position;
|
|
||||||
OnPropertyChanged(nameof(SocialBarTop));
|
|
||||||
ScheduleSave();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Preview click flips the bar top ⇄ bottom (KISS — no drag math).</summary>
|
|
||||||
public void ToggleSocialBarPosition()
|
|
||||||
=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
|
|
||||||
? SocialBarPosition.Bottom
|
|
||||||
: SocialBarPosition.Top);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
+26
-45
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user