TASK 21's picker slice: the decoder, manager, pacing and loop mechanism were
already shipped but nothing ever acquired a session, so a media Source rendered
nothing. Adds "Video File" to the (+) menu (video-filtered OpenFileDialog),
one decode session per distinct path with a HasSession guard, release when the
last scene reference goes, and a post-load reconcile. Loop is a manager-level
per-path answer ("any live reference loops") applied before StartAsync and
updated live via SetLooping. Properties panel shows the file with Change… and
Loop. Volume stays unwired: media audio rides the desktop loopback, TRAX-style.
Reference: OBS's media source (file → decode → composite into the scene) is the
established answer for this feature; the lifecycle shape mirrors this repo's
WebView2/ScreenCapture registration rather than inventing a new one.
Test: ytLive.Tests/MediaSourceAcquisitionTests.cs — add starts one decoder and
frames reach the layer, loop flip reaches the decoder, remove stops it.
Docs: task-21 closed, TASKS row + Day-4 row + stale 3·17 row corrected,
frame-pipeline acquisition note, HANDOFF rewritten. verify.sh green.
45 lines
5.1 KiB
Markdown
45 lines
5.1 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. Audio is the desktop loopback (TRAX-style); a per-file volume route is not built.
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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. ⏸ Volume control — deliberately not wired: media audio is captured by the desktop loopback like
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TRAX, so a per-file slider would be a control with no audible effect. Revisit only with a local
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audio route for the file's own stream.
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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 plays through the desktop channel** — media source audio is captured by the WASAPI loopback (like TRAX/game audio). No separate audio routing needed.
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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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