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).
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5.8 KiB
TASK 21 — Media source (video file playback)
Catalog:
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: ✅ Complete 2026-11-05 — a video file added in the (+) menu decodes, composites into the
preview and the stream, loops on the creator's toggle, and stops when the layer or its last scene reference goes away, and the file's own soundtrack plays into the stream (item 10).
- ✅
MediaSourceTypeenum:Video,Audio(audio-only files via media source) - ✅
SourceType.MediaSourceaddition to the enum - ✅
MediaSourceModel:MediaPath,MediaIsLooping,MediaVolume(0-1),MediaPlaybackState— persisted in LayoutStore (schema migration + SELECT/INSERT + round-trip test) - ✅
MediaVideoSourceimplementsIMediaFrameSource: FFmpeg raw video decoder →VideoFramepipeline — spawns ffmpeg-f rawvideo -pix_fmt bgra, drains the pipe via pureRawVideoFrameReader(Services/RawVideoFrameReader.cs), raisesFrameAvailable/Completed; lifecycle isStartAsync/StopAsync; decode process behindIDecodeProcess/FfmpegDecodeProcessseam (binary-stdout mirror ofIEncoderProcess). Shipped 2026-08-31; refactored ontoIMediaFrameSourcewith this slice. 4b. ✅ Slice 2a — native-FPS probe seam:FfmpegFrameRateParser(pure, prefersavg_frame_rate=thenr_frame_rate=, rational N/N/M, unknown→null) +IFrameRateProbe/FfmpegFrameRateProbe(derives siblingffprobe.exefrom the located ffmpeg dir, reuses theIDecodeProcessseam; null if ffprobe absent) +FfmpegLocator.ProbeFileNamenow also extractsffprobe.exefrom the pinned archive (conditional). Tests:FfmpegFrameRateParserTests(6 pure units + 1 probe integration via fake locator/process) +FfmpegLocatorTestsstill green — 15/15. - ✅
IMediaFrameSource+MediaVideoSourceManager(Services/IMediaFrameSource.cs,Services/MediaVideoSourceManager.cs): app-wide decode-session ownership refcounted byMediaPathwith aFunc<string, IMediaFrameSource?>factory seam;AcquireAsync/ReleaseAsync/ReleaseAllAsync/GetLatestFrame/HasSession/GetActiveKeys/SetLooping; coalesces frames onto the UI dispatcher onto a single sharedWriteableBitmapper file (mirror ofScreenCaptureManager);MediaFailed+PreviewBitmapChanged. Unit tests + one integration test (bitmap share/coalesce) —MediaVideoSourceManagerTests. - ✅ Native-FPS pacing (slice 2b):
MediaVideoSourcetakes optionalIFrameRateProbe?+Func<TimeSpan,CancellationToken,Task>? delayseams, probes FPS once inRunAsync, and delays by 1/fps after each emitted frame; unknown/absent probe → no pacing. Test:MediaVideoSource_PacesFramesByProbedFps. - ✅ Wire into
FramePumpresolver —Source { Type: MediaSource }→ latest video frame, and the same resolver serves preview and thumbnails (FramePumpdefaultsresolverto the frame resolver). - ✅ Wire into
SceneCompositor— media renders through the genericframeFor(element)path at the element's rect, so no compositor change was needed. - ✅ Loop control —
IMediaFrameSource.Looping;MediaVideoSourcerestarts the decode on natural EOF whenLooping(fresh process per pass).MediaIsLoopingreaches the session through the manager's per-pathloopProviderat start andSetLoopingon a live toggle. Rule (recorded): the path's session loops if any live media reference has it on, because one decoder is shared per path. - ✅ File audio + volume — the shared clip pipe decodes the soundtrack (
f32le -ac 2 -ar 48000 -vn, 50 ms chunks paced to real time, byte-carry across reads) and the layer carries Mute + Level. The manager applies them per session (one decoder per path, so the last layer touched wins — the alternative would play the same file twice) and the audio joins the DESKTOP/GAME group inAudioMixer.EnqueueDesktopMediaAudio, so the desktop fader and the voice ducker behave exactly as they do for game audio and TRAX. Test:MediaSourceAudioTests(chunks, level scaling, mute, and the layer's sound reaching the desktop meter). - ✅ UI:
AddMediaCommand(+ menu → "Video File", video-filteredOpenFileDialog),ChangeMediaFileCommand("Change…" in the properties panel), loop toggle, video name display. - ✅ Schema migration for media source settings (file path, loop, volume) — shipped with item 3.
- ✅ Tests: decode/loop/pacing at the unit level, and
MediaSourceAcquisitionTests(the Good Dog for the wiring): add a file → one decoder starts, frames reach the layer, loop flip reaches the decoder, remove → stops.
Design decisions
- FFmpeg handles all formats — no codec-specific code. FFmpeg already in the project.
- Audio joins the desktop/game group (creator ruling 2026-11-05) — the clip's sound is decoded by the same pipe as its picture, mixed directly into the stream (not played locally and captured), and grouped with game audio so one fader and the ducker cover it. A per-layer Mute/Level sits on top. Chosen over TRAX-style local playback because it works regardless of the creator's desktop-capture state, and because an alert clip needs the same direct route anyway.
- 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."
- Layers are defined in Live first (creator 2026-11-05): this unit adds the layer and the picker in the ordinary (+) menu, with no per-scene availability rules. Which scenes may host a video layer is a later pass, and scene-only layers (an ending credit roll, for instance) are defined after that pass.