# TASK 21 — Media source (video file playback) > Catalog: [`TASKS.md`](../TASKS.md) — status and requirements live here. **Goal:** play video files (MP4, MOV, AVI) into scenes — starting soon videos, BRB loops, intro/outro clips. ### Status: 🔶 In progress — Increment A (model + persistence) + Increment B (decoder) + slice 1 (manager + resolver/preview wire-in) + slice 2a/2b (ffprobe probe + native-FPS pacing) + slice 3 (loop mechanism) shipped. **Remaining: the UI picker slice (AddMedia command + file dialog + Acquire/Release wiring + loop-flag wiring) — GUI, handed off to build/verify natively on Windows (see HANDOFF → "UI picker slice — handoff spec").** 1. ✅ `MediaSourceType` enum: `Video`, `Audio` (audio-only files via media source) 2. ✅ `SourceType.MediaSource` addition to the enum 3. ✅ `MediaSourceModel`: `MediaPath`, `MediaIsLooping`, `MediaVolume` (0-1), `MediaPlaybackState` — persisted in LayoutStore (schema migration + SELECT/INSERT + round-trip test) 4. ✅ `MediaVideoSource` implements `IMediaFrameSource`: FFmpeg raw video decoder → `VideoFrame` pipeline — spawns ffmpeg `-f rawvideo -pix_fmt bgra`, drains the pipe via pure `RawVideoFrameReader` (`Services/RawVideoFrameReader.cs`), raises `FrameAvailable`/`Completed`; lifecycle is `StartAsync`/`StopAsync`; decode process behind `IDecodeProcess`/`FfmpegDecodeProcess` seam (binary-stdout mirror of `IEncoderProcess`). Shipped 2026-08-31; refactored onto `IMediaFrameSource` with this slice. 4b. ✅ Slice 2a — native-FPS probe seam: `FfmpegFrameRateParser` (pure, prefers `avg_frame_rate=` then `r_frame_rate=`, rational N/N/M, unknown→null) + `IFrameRateProbe`/`FfmpegFrameRateProbe` (derives sibling `ffprobe.exe` from the located ffmpeg dir, reuses the `IDecodeProcess` seam; null if ffprobe absent) + `FfmpegLocator.ProbeFileName` now also extracts `ffprobe.exe` from the pinned archive (conditional). Tests: `FfmpegFrameRateParserTests` (6 pure units + 1 probe integration via fake locator/process) + `FfmpegLocatorTests` still green — 15/15. 5. ✅ `IMediaFrameSource` + `MediaVideoSourceManager` (`Services/IMediaFrameSource.cs`, `Services/MediaVideoSourceManager.cs`): app-wide decode-session ownership refcounted by `MediaPath` with a `Func` factory seam; `AcquireAsync`/`ReleaseAsync`/`ReleaseAllAsync`/`GetLatestFrame`; coalesces frames onto the UI dispatcher onto a single shared `WriteableBitmap` per file (mirror of `ScreenCaptureManager`); `MediaFailed` + `PreviewBitmapChanged`. Unit tests + one integration test (bitmap share/coalesce) — `MediaVideoSourceManagerTests`, 5/5 pass. 6. ✅ Native-FPS pacing (slice 2b): `MediaVideoSource` takes optional `IFrameRateProbe?` + `Func? delay` seams, probes FPS once in `RunAsync`, and delays by 1/fps after each emitted frame; unknown/absent probe → no pacing. Test: `MediaVideoSource_PacesFramesByProbedFps` (fake probe + recording delay, one delay per frame ≈ 1ms). 7. ☐ Wire into `FramePump` resolver — `Source { Type: MediaSource }` → latest video frame — **resolver + preview routing + manager wired; session acquisition (start/stop on add/remove) still open (comes with the UI picker)** 8. ☐ Wire into `SceneCompositor` — render media source as an image element at its position/size 9. ✅ Loop control (mechanism) — `IMediaFrameSource.Looping`; `MediaVideoSource` takes a `Func` process factory and restarts the decode on natural EOF when `Looping` (fresh process per pass, since a `Process` can't be re-`Start()`ed). Test: `MediaVideoSource_LoopsUntilLoopDisabled` (single frame re-emits across passes, `Completed` only after loop cleared). Wiring `Source.MediaIsLooping` into the flag lands with the UI-picker (acquisition) slice. 10. ☐ Volume control — per-source volume slider for audio playback 11. ☐ UI: file picker (filtered to video formats), loop toggle, volume slider 12. ☐ Schema migration for media source settings (file path, loop, volume) 13. ☐ Tests: video frame extraction, loop behavior, volume scaling, file validation ### Design decisions - **FFmpeg handles all formats** — no codec-specific code. FFmpeg already in the project. - **Audio plays through the desktop channel** — media source audio is captured by the WASAPI loopback (like TRAX/game audio). No separate audio routing needed. - **This pairs with TRAX** — TRAX is background music, media source is background video. Together they make non-Live scenes (Starting/BRB/Ending) feel polished. - **Not a full NLE** — no trimming, no multi-track, no effects. Just "play this video in the scene." ### UI picker slice — spec (imported from HANDOFF 2026-09-01 so it can't be lost by a rewrite) Nothing `AcquireAsync`s a media path yet, so **no frames flow in a running app** — decoder, manager, pacing, and loop mechanism are shipped and unit-tested, but a media Source has no way to start a session. Deliverables, in order: 1. **File picker + add/remove commands** (mirror `MainViewModel.Trax.cs:68` `OpenFileDialog` usage). A "Media" source action opens an `OpenFileDialog` filtered to video (mp4/mov/avi); on OK set `Source.MediaPath`, add to scene, and **`AcquireAsync(MediaPath)`**; on remove **`ReleaseAsync(MediaPath)`** (refcounted — not `ReleaseAllAsync`, unless the path leaves the layout entirely). On `StagedScene` layout loads/teardown, release every media path no longer present and acquire new ones so sessions track the live layout. 2. **Wire `Source.MediaIsLooping` → `IMediaFrameSource.Looping`** — needs a manager-level per-**path** loop provider. Ambiguity to rule + record: sessions are refcounted per `MediaPath` and shared across scenes, but `MediaIsLooping` is per-`Source`. Chosen rule: the path's session `Looping` = **any** live reference has it on (shared behaviour). Record it in the slice commit. 3. **Loop toggle + volume slider** in the source context menu / inspector (items 10/11). 4. `MediaVolume`/`MediaPlaybackState` wiring — audio path for media is future work (desktop loopback already carries it, TRAX-style; `MediaVolume` slider can drive the local file's audio separately later — out of this slice). **Design notes to preserve:** `ResolveOutputFrame` reads `_mediaManager.GetLatestFrame(MediaPath)`; `OnMediaPreviewBitmapChanged` adopts the shared `WriteableBitmap` per path; `MediaFailed` → `OnMediaFailed` (currently `Debug.WriteLine` — surface in UI via toast, TASK 24 stack). The compositor scales any frame size — media renders through the generic `frameFor(element)` path, no compositor change. First GUI smoke test: add a short real mp4 on native Windows, confirm it plays and previews.