namespace ytLive.Services.Audio;
///
/// Computes the smoothed mic level (0..1) from captured samples. Pure —
/// unit-tested; the only feeds it and forwards the
/// result. RMS-based so it tracks perceived loudness, smoothed so the meter
/// does not flicker.
///
public sealed class AudioLevelMeter
{
private const float Smoothing = 0.2f;
private const float DecaySmoothing = 0.5f;
private float _level;
public float Level => _level;
///
/// Maps a linear level (0..1) onto the meter's display scale: -60 dBFS..0 dBFS
/// spread linearly across 0..1 — an HONEST dBFS scale. Linear RMS of real speech is
/// ~0.01..0.1 (-40..-20 dBFS), which leaves a flat (linear) meter looking dead; the
/// log scale makes typical levels occupy the bar. Inputs at or below -60 dBFS
/// (0.001 linear) read as zero — the meter never idles on background noise.
/// 2026-10-09: the +10 dB "input amplification" that used to sit here is gone.
/// It made a −30 dBFS voice look dialed in, and a creator's upload came out at
/// −28.5 LUFS. The speech leveler now puts voice at −20 dBFS, which lands at 2/3 of
/// the bar (the green/yellow edge); loud peaks reach the red.
///
public static float ToDisplay(float linear)
{
if (linear <= 0.001f)
return 0f;
var db = 20f * MathF.Log10(linear);
return Math.Clamp(1f + db / 60f, 0f, 1f);
}
public float Push(AudioSample sample)
{
if (sample.Samples.Length == 0)
return _level;
double sumSquares = 0;
var count = 0;
foreach (var value in sample.Samples)
{
sumSquares += value * value;
count++;
}
var rms = (float)Math.Sqrt(sumSquares / count);
var alpha = rms > _level ? Smoothing : DecaySmoothing;
_level = _level * (1 - alpha) + rms * alpha;
return _level;
}
public void Reset() => _level = 0;
}