A video file was picture-only: the decode pipe passed `-an`, so a starting-soon or BRB clip with music played silent everywhere. Adds sound to every clip and collapses the two decoders into one. - `Services/VideoClipPipe.cs`: the shared pipe behind `MediaVideoSource` (TASK 21) and `AlertClipDecoder` (TASK 47) — video (`rawvideo bgra`, scaled) + audio (`f32le -ac 2 -ar 48000`, 50 ms chunks, byte-carry across reads), both paced to real time, loop restarts both so picture and sound stay together. Alert behaviour is unchanged. - `MediaVideoSourceManager` applies the layer's Level/Mute per session and raises `AudioAvailable`; `MainViewModel` feeds it to the new `AudioMixer.EnqueueDesktopMediaAudio`, which joins the DESKTOP/GAME ring so the desktop fader and the mic auto-ducker apply exactly as they do for game audio and TRAX (creator ruling 2026-11-05: audio joins the group). - Per-layer `MediaMuted` + existing `MediaVolume` surfaced as Mute/Level in the properties panel; `MediaMuted` persisted (ALTER TABLE guard + SELECT/INSERT). - Level/mute are per SESSION because one decoder is shared per file path — the last layer touched wins; one decoder per layer would play the file twice. Test: `MediaSourceAudioTests` — the pipe emits 50 ms chunks at 48k stereo, the manager scales by level and drops when muted, and a media layer's sound moves the desktop meter. Alert/decode suites unchanged and green. Docs: task-21 closed on item 10, the "silent soundtrack" facts corrected in frame-pipeline/output/overlays, HANDOFF rewritten. verify.sh green (529 passed; the two documented pre-existing failures only).
53 lines
5.8 KiB
Markdown
53 lines
5.8 KiB
Markdown
# TASK 21 — Media source (video file playback)
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> Catalog: [`TASKS.md`](../TASKS.md) — status and requirements live here.
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**Goal:** play video files (MP4, MOV, AVI) into scenes — starting soon videos, BRB loops, intro/outro clips.
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### Status: ✅ Complete 2026-11-05 — a video file added in the (+) menu decodes, composites into the
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preview and the stream, loops on the creator's toggle, and stops when the layer or its last scene
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reference goes away, and **the file's own soundtrack plays into the stream** (item 10).
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1. ✅ `MediaSourceType` enum: `Video`, `Audio` (audio-only files via media source)
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2. ✅ `SourceType.MediaSource` addition to the enum
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3. ✅ `MediaSourceModel`: `MediaPath`, `MediaIsLooping`, `MediaVolume` (0-1), `MediaPlaybackState` — persisted in LayoutStore (schema migration + SELECT/INSERT + round-trip test)
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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.
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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.
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5. ✅ `IMediaFrameSource` + `MediaVideoSourceManager` (`Services/IMediaFrameSource.cs`, `Services/MediaVideoSourceManager.cs`): app-wide decode-session ownership refcounted by `MediaPath` with a `Func<string, IMediaFrameSource?>` factory seam; `AcquireAsync`/`ReleaseAsync`/`ReleaseAllAsync`/`GetLatestFrame`/`HasSession`/`GetActiveKeys`/`SetLooping`; 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`.
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6. ✅ Native-FPS pacing (slice 2b): `MediaVideoSource` takes optional `IFrameRateProbe?` + `Func<TimeSpan,CancellationToken,Task>? delay` seams, probes FPS once in `RunAsync`, and delays by 1/fps after each emitted frame; unknown/absent probe → no pacing. Test: `MediaVideoSource_PacesFramesByProbedFps`.
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7. ✅ Wire into `FramePump` resolver — `Source { Type: MediaSource }` → latest video frame, and the same
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resolver serves preview and thumbnails (`FramePump` defaults `resolver` to the frame resolver).
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8. ✅ Wire into `SceneCompositor` — media renders through the generic `frameFor(element)` path at the
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element's rect, so no compositor change was needed.
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9. ✅ Loop control — `IMediaFrameSource.Looping`; `MediaVideoSource` restarts the decode on natural EOF
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when `Looping` (fresh process per pass). `MediaIsLooping` reaches the session through the manager's
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per-path `loopProvider` at start and `SetLooping` on a live toggle. Rule (recorded): the path's
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session loops if **any** live media reference has it on, because one decoder is shared per path.
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10. ✅ File audio + volume — the shared clip pipe decodes the soundtrack (`f32le -ac 2 -ar 48000 -vn`,
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50 ms chunks paced to real time, byte-carry across reads) and the layer carries **Mute** + **Level**.
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The manager applies them per session (one decoder per path, so the last layer touched wins — the
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alternative would play the same file twice) and the audio joins the DESKTOP/GAME group in
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`AudioMixer.EnqueueDesktopMediaAudio`, so the desktop fader and the voice ducker behave exactly as
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they do for game audio and TRAX. Test: `MediaSourceAudioTests` (chunks, level scaling, mute, and the
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layer's sound reaching the desktop meter).
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11. ✅ UI: `AddMediaCommand` (+ menu → "Video File", video-filtered `OpenFileDialog`), `ChangeMediaFileCommand`
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("Change…" in the properties panel), loop toggle, video name display.
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12. ✅ Schema migration for media source settings (file path, loop, volume) — shipped with item 3.
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13. ✅ Tests: decode/loop/pacing at the unit level, and `MediaSourceAcquisitionTests` (the Good Dog for the
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wiring): add a file → one decoder starts, frames reach the layer, loop flip reaches the decoder, remove → stops.
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### Design decisions
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- **FFmpeg handles all formats** — no codec-specific code. FFmpeg already in the project.
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- **Audio joins the desktop/game group** (creator ruling 2026-11-05) — the clip's sound is decoded by
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the same pipe as its picture, mixed directly into the stream (not played locally and captured), and
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grouped with game audio so one fader and the ducker cover it. A per-layer Mute/Level sits on top.
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Chosen over TRAX-style local playback because it works regardless of the creator's desktop-capture
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state, and because an alert clip needs the same direct route anyway.
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- **This pairs with TRAX** — TRAX is background music, media source is background video. Together they make non-Live scenes (Starting/BRB/Ending) feel polished.
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- **Not a full NLE** — no trimming, no multi-track, no effects. Just "play this video in the scene."
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- **Layers are defined in Live first** (creator 2026-11-05): this unit adds the layer and the picker in
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the ordinary (+) menu, with no per-scene availability rules. Which scenes may host a video layer is a
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later pass, and scene-only layers (an ending credit roll, for instance) are defined after that pass.
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