Unit 6. Mirrors the mic bay for the desktop/game bed, plus the badge that matters to a creator who cannot hear the duck: it shows while the ducker is actually attenuating, and it prints the gain the mixer applied (−12.0 DUCK by design). - `AudioMixer.DuckGain` exposes `AutoDucker.CurrentGain` instead of leaving it internal. - VM: `GameVolumeDb` / `GameVolumeDbLabel` (fader face), `GameMeterFraction` (measured level), `IsGameDucking` + `GameDuckLabel` refreshed on the level tick — the same moment the ducker runs, so the badge cannot lag behind the mix. - The bay: header chip + source, ladder, mute dot (uses the meter band, so mute reads at a glance), dB readout, fader. Guard: GameBayTests — the dock binds all four, `AutoDucker.DuckGain` is −12.04 dB and the label is produced through the same dB scale as the faders, and the mixer property exists so the badge cannot become a hardcoded number.
140 lines
9.7 KiB
XML
140 lines
9.7 KiB
XML
<UserControl x:Class="ytLive.Controls.AudioDock"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:controls="clr-namespace:ytLive.Controls">
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<!-- The sound bars. Replaces the empty bottom-bar spacer; collapses to the telemetry strip
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on short windows (AudioDockLayout decides the height, not this file). -->
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<Border x:Name="DockRoot" Background="{StaticResource Brush.SurfaceContainer}"
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BorderBrush="{StaticResource Brush.Outline}" BorderThickness="0,1,0,0">
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<Grid>
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<Grid.RowDefinitions>
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<!-- Master FIRST: during a live session attention is on the preview, so the
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master strip sits against it and the bays hang below (creator, 2026-10-30). -->
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<RowDefinition Height="36"/>
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<RowDefinition Height="*"/>
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</Grid.RowDefinitions>
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<!-- Four bays: MIC | GAME | TRAX | SYNC. Filled in by the bay units. -->
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<Grid x:Name="Bays" Grid.Row="1" Margin="8,4,8,6">
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<Grid.ColumnDefinitions>
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<ColumnDefinition Width="*"/>
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<ColumnDefinition Width="*"/>
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<ColumnDefinition Width="*"/>
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<ColumnDefinition Width="*"/>
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</Grid.ColumnDefinitions>
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<Border Grid.Column="0" Background="{StaticResource Brush.SurfaceContainerLow}" CornerRadius="{StaticResource Radius.Sm}" Margin="0,0,4,0" Padding="10,6">
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<Grid>
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<Grid.RowDefinitions>
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<RowDefinition Height="Auto"/>
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<RowDefinition Height="Auto"/>
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<RowDefinition Height="*"/>
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</Grid.RowDefinitions>
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<!-- Clicking the name opens the mic picker: the label is the control. -->
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<Grid Grid.Row="0" Cursor="Hand" ToolTip="Change microphone"
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MouseLeftButtonUp="MicLabel_MouseLeftButtonUp">
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<Grid.ColumnDefinitions>
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<ColumnDefinition Width="Auto"/>
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<ColumnDefinition Width="*"/>
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</Grid.ColumnDefinitions>
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<Border Background="{StaticResource Brush.SurfaceContainerHighest}" CornerRadius="{StaticResource Radius.Sm}" Padding="5,1">
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<TextBlock Text="MIC 1" FontSize="9" FontWeight="Bold" Foreground="{StaticResource Brush.OnSurfaceVariant}"/>
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</Border>
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<TextBlock Grid.Column="1" Margin="6,0,0,0" FontSize="11" VerticalAlignment="Center"
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TextTrimming="CharacterEllipsis"
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Text="{Binding MicSourceName, TargetNullValue='No microphone'}"
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Foreground="{StaticResource Brush.OnSurface}"/>
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</Grid>
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<controls:SegmentMeter Grid.Row="1" Height="10" Margin="0,6,0,0" Orientation="Horizontal"
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Level="{Binding MicMeterFraction}" Segments="24"/>
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<DockPanel Grid.Row="2" Margin="0,6,0,0" VerticalAlignment="Bottom">
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<Button DockPanel.Dock="Left" Width="24" Height="20" Margin="0,0,6,0"
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Style="{StaticResource YtButtonSecondary}" Padding="0"
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Command="{Binding ToggleMicMuteCommand}" ToolTip="{Binding MicMuteText}">
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<Ellipse Width="9" Height="9" Fill="{Binding MicStatusBrush}"/>
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</Button>
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<TextBlock DockPanel.Dock="Right" Width="56" TextAlignment="Right" FontSize="10"
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FontFamily="{StaticResource FontFamily.Mono}" VerticalAlignment="Center"
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Foreground="{StaticResource Brush.OnSurfaceVariant}"
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Text="{Binding MicVolumeDbLabel}"/>
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<Slider Minimum="-60" Maximum="6" SmallChange="0.5" LargeChange="3"
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Value="{Binding MicVolumeDb, Mode=TwoWay}" VerticalAlignment="Center"/>
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</DockPanel>
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</Grid>
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</Border>
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<Border Grid.Column="1" Background="{StaticResource Brush.SurfaceContainerLow}" CornerRadius="{StaticResource Radius.Sm}" Margin="4,0" Padding="10,6">
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<Grid>
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<Grid.RowDefinitions>
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<RowDefinition Height="Auto"/>
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<RowDefinition Height="Auto"/>
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<RowDefinition Height="*"/>
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</Grid.RowDefinitions>
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<Grid Grid.Row="0">
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<Grid.ColumnDefinitions>
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<ColumnDefinition Width="Auto"/>
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<ColumnDefinition Width="*"/>
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<ColumnDefinition Width="Auto"/>
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</Grid.ColumnDefinitions>
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<Border Background="{StaticResource Brush.SurfaceContainerHighest}" CornerRadius="{StaticResource Radius.Sm}" Padding="5,1">
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<TextBlock Text="GAME / PC" FontSize="9" FontWeight="Bold" Foreground="{StaticResource Brush.OnSurfaceVariant}"/>
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</Border>
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<TextBlock Grid.Column="1" Margin="6,0,0,0" FontSize="11" VerticalAlignment="Center"
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TextTrimming="CharacterEllipsis" Foreground="{StaticResource Brush.OnSurfaceVariant}"
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Text="Desktop loopback"/>
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<!-- The duck badge only exists while the duck is happening, and it carries
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the gain the mixer actually applied. -->
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<Border Grid.Column="2" Background="{StaticResource Brush.SurfaceContainerHighest}"
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CornerRadius="{StaticResource Radius.Sm}" Padding="5,1"
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Visibility="{Binding IsGameDucking, Converter={StaticResource BoolToVis}}">
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<TextBlock FontSize="9" FontWeight="Bold" FontFamily="{StaticResource FontFamily.Mono}"
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Foreground="{StaticResource Brush.Secondary}" Text="{Binding GameDuckLabel}"/>
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</Border>
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</Grid>
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<controls:SegmentMeter Grid.Row="1" Height="10" Margin="0,6,0,0" Orientation="Horizontal"
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Level="{Binding GameMeterFraction}" Segments="24"/>
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<DockPanel Grid.Row="2" Margin="0,6,0,0" VerticalAlignment="Bottom">
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<Button DockPanel.Dock="Left" Width="24" Height="20" Margin="0,0,6,0"
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Style="{StaticResource YtButtonSecondary}" Padding="0"
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Command="{Binding ToggleGameMuteCommand}" ToolTip="Mute desktop audio">
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<Ellipse Width="9" Height="9" Fill="{Binding GameMeterBrush}"/>
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</Button>
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<TextBlock DockPanel.Dock="Right" Width="56" TextAlignment="Right" FontSize="10"
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FontFamily="{StaticResource FontFamily.Mono}" VerticalAlignment="Center"
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Foreground="{StaticResource Brush.OnSurfaceVariant}"
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Text="{Binding GameVolumeDbLabel}"/>
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<Slider Minimum="-60" Maximum="6" SmallChange="0.5" LargeChange="3"
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Value="{Binding GameVolumeDb, Mode=TwoWay}" VerticalAlignment="Center"/>
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</DockPanel>
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</Grid>
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</Border>
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<Border Grid.Column="2" Background="{StaticResource Brush.SurfaceContainerLow}" CornerRadius="{StaticResource Radius.Sm}" Margin="4,0" Padding="10,6">
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<StackPanel>
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<TextBlock Text="TRAX" FontSize="10" FontWeight="SemiBold" Foreground="{StaticResource Brush.OnSurfaceVariant}"/>
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<TextBlock x:Name="TraxBayBody" Text="—" FontSize="11" Foreground="{StaticResource Brush.OnSurfaceDisabled}"/>
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</StackPanel>
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</Border>
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<Border Grid.Column="3" Background="{StaticResource Brush.SurfaceContainerLow}" CornerRadius="{StaticResource Radius.Sm}" Margin="4,0,0,0" Padding="10,6">
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<StackPanel>
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<TextBlock Text="LIP-SYNC" FontSize="10" FontWeight="SemiBold" Foreground="{StaticResource Brush.OnSurfaceVariant}"/>
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<TextBlock x:Name="SyncBayBody" Text="—" FontSize="11" Foreground="{StaticResource Brush.OnSurfaceDisabled}"/>
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</StackPanel>
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</Border>
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</Grid>
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<!-- Master strip: always visible, even collapsed — it is the telemetry line. -->
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<Border x:Name="MasterStrip" Grid.Row="0" Background="{StaticResource Brush.SurfaceContainerLowest}" Padding="12,0">
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<DockPanel VerticalAlignment="Center">
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<TextBlock DockPanel.Dock="Left" Text="MASTER" FontSize="10" FontWeight="SemiBold"
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Foreground="{StaticResource Brush.OnSurfaceVariant}" VerticalAlignment="Center"/>
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</DockPanel>
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</Border>
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</Grid>
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</Border>
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</UserControl>
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