Unit 8. Re-houses the shipped TASK 22 offset in the dock:
- slider −200…+200 ms, snapping to 5 ms ticks (the existing property still clamps and persists)
- readable readout: "0 ms (aligned)" when right, signed otherwise ("+50 ms", "−120 ms")
- presets 0 / +50 / +100; 0 IS the detent — a button is easier to hit than a snap, and "the lip-sync
is right" deserves one click.
Guard: SyncBayTests pins the binding, the readout, the presets and the snapping, and that the
offset stays the persisted property (no second source of truth).
515 lines
19 KiB
C#
515 lines
19 KiB
C#
using System.Windows;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Threading;
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using NAudio.CoreAudioApi;
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using ytLive;
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using ytLive.Helpers;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.Services.Audio;
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namespace ytLive.ViewModels;
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public partial class MainViewModel
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{
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private readonly DispatcherTimer _volumeFlashTimer;
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private readonly DispatcherTimer _gameVolumeFlashTimer;
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private double _audioLevel;
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private bool _volumeAdjusting;
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private bool _volumeFlash;
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private double _micVolume = 0.8;
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private bool _micMuted;
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private double? _volumeBeforeMute;
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private string? _micSourceName;
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private MicStatus _micStatus = MicStatus.NotConnected;
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private double _gameAudioLevel;
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private bool _gameVolumeAdjusting;
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private bool _gameVolumeFlash;
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private double _gameVolume = 1.0;
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private bool _gameMuted;
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private double? _gameVolumeBeforeMute;
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private int _audioSyncOffsetMs;
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private AudioGainProvider? _gainProvider;
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private readonly IMicrophoneEnumerator _microphoneEnumerator;
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private readonly AudioMixer _audioMixer;
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public ICommand ToggleMicMuteCommand { get; }
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public ICommand ToggleGameMuteCommand { get; }
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public ICommand OpenMicPickerCommand { get; }
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// ─── Audio: the mic bar (meter + volume + mute + status dot) is always
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// ─── visible; the game bar (meter + volume + mute) appears only while a
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// ─── full-screen game is producing sound. Both meters preview live. ───
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/// <summary>Live mic input level (0..1) — fed by the audio mixer once capture
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/// lands; 0 with no input. Read by the meter, scaled by MicVolume.</summary>
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public double AudioLevel
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{
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get => _audioLevel;
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set
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{
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if (SetProperty(ref _audioLevel, Math.Clamp(value, 0, 1)))
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{
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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OnPropertyChanged(nameof(MicMeterFraction));
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UpdateDuckState();
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OnPropertyChanged(nameof(MicMeterFraction));
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OnPropertyChanged(nameof(MicVolumeDb));
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OnPropertyChanged(nameof(MicVolumeDbLabel));
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}
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}
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}
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/// <summary>Displayed meter level: 0 while muted; the volume position while
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/// the slider is being dragged (or briefly after an unmute, so the restored
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/// level flashes on the bar) so the creator sees where they're setting it;
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/// otherwise the realtime live level scaled by volume (raising the volume
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/// moves ambient noise up the bar). Read-only meter.</summary>
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private double MeterLevel => MicMuted ? 0 : _volumeAdjusting || _volumeFlash ? MicVolume : AudioLevelMeter.ToDisplay((float)(AudioLevel * MicVolume));
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public double MeterFillWidth => MeterLevel * 288;
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public string MeterBrush => MeterLevel switch
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{
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< 0.6 => ThemeBrush.Hex("Brush.Meter.Nominal"),
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< 0.8 => ThemeBrush.Hex("Brush.Meter.Caution"),
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_ => ThemeBrush.Hex("Brush.Meter.Peak"),
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};
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/// <summary>Previewes the volume position while the slider is dragged; the
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/// bar returns to the live level on release (empty when there is no input).
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/// Starting a drag cancels any pending unmute flash.</summary>
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public void SetVolumeAdjusting(bool adjusting)
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{
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if (adjusting)
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CancelVolumeFlash();
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if (SetProperty(ref _volumeAdjusting, adjusting))
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{
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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}
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}
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private void BeginVolumeFlash()
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{
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_volumeFlash = true;
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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_volumeFlashTimer.Stop();
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_volumeFlashTimer.Start();
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}
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private void EndVolumeFlash()
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{
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_volumeFlashTimer.Stop();
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if (_volumeFlash)
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{
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_volumeFlash = false;
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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}
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}
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private void CancelVolumeFlash()
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{
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_volumeFlashTimer.Stop();
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_volumeFlash = false;
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}
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/// <summary>Mic gain (0..1). Running to 0 mutes (the speaker flips to muted);
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/// moving up from 0 unmutes (the mute indicator clears). The level being left
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/// is remembered so the speaker button can restore it.</summary>
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public double MicVolume
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{
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get => _micVolume;
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set
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{
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var clamped = Math.Clamp(value, 0, 1);
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if (clamped == 0 && !_micMuted)
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_volumeBeforeMute ??= _micVolume;
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if (SetProperty(ref _micVolume, clamped))
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{
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var muted = clamped == 0;
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if (_micMuted != muted)
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{
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_micMuted = muted;
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OnPropertyChanged(nameof(MicMuted));
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OnPropertyChanged(nameof(MicMuteText));
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}
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if (!muted)
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_volumeBeforeMute = null;
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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}
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}
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}
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/// <summary>The fader's face, in dB (−60 … +6, 0 = unity). The model keeps linear gain; this is
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/// the same value expressed the way a person reads a mixer — and the only thing the dock binds.
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/// </summary>
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public double MicVolumeDb
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{
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get => Helpers.GainDb.ToDb(MicVolume);
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set
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{
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var gain = Helpers.GainDb.FromDb(value);
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if (Math.Abs(gain - MicVolume) < 1e-6) return;
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MicVolume = gain;
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OnPropertyChanged(nameof(MicVolumeDb));
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OnPropertyChanged(nameof(MicVolumeDbLabel));
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}
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}
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/// <summary>"-6.0 dB" beside the fader; "−∞ dB" at the floor.</summary>
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public string MicVolumeDbLabel => Helpers.GainDb.Label(MicVolumeDb) + " dB";
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/// <summary>The ladder's input: a 0…1 display fraction of what was MEASURED (already scaled by
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/// the volume and muted state), never the gain setting.</summary>
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public double MicMeterFraction => MeterLevel;
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/// <summary>Read-only: true whenever the volume is 0. Only MicVolume may
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/// change it, so the slider and the speaker can never disagree.</summary>
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public bool MicMuted => _micMuted;
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public string MicMuteText => MicMuted ? "Unmute" : "Mute";
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/// <summary>Name of the picked voice source, shown left-justified INSIDE the meter
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/// bar (FontSize 10, ellipsized to the bar) — ai.md is the authority here.</summary>
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public string? MicSourceName
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{
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get => _micSourceName;
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private set => SetProperty(ref _micSourceName, value);
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}
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/// <summary>Global audio-sync offset in milliseconds (−500..500, default 0):
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/// POSITIVE delays the whole mix so audio lands on the video when it runs
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/// AHEAD (OBS's lip-sync fix); NEGATIVE advances it by dropping the first
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/// |N| ms of the live stream head when audio runs BEHIND the video.
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/// Consumed live by the mixer via a Func seam; persisted with the layout.</summary>
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public int AudioSyncOffsetMs
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{
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get => _audioSyncOffsetMs;
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set
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{
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var clamped = Math.Clamp(value, -500, 500);
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if (!SetProperty(ref _audioSyncOffsetMs, clamped)) return;
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OnPropertyChanged(nameof(SyncOffsetLabel));
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ScheduleSave();
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}
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}
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/// <summary>"0 ms (aligned)", "+50 ms", "−120 ms" — what the dock shows beside the slider.</summary>
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public string SyncOffsetLabel => AudioSyncOffsetMs == 0
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? "0 ms (aligned)"
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: (AudioSyncOffsetMs > 0 ? "+" : "−") + Math.Abs(AudioSyncOffsetMs) + " ms";
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/// <summary>Preset buttons in the LIP-SYNC bay. 0 is the detent: the offset that means "the
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/// lip-sync is right", so it deserves one click, not a drag.</summary>
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internal void SetSyncOffset(int milliseconds) => AudioSyncOffsetMs = milliseconds;
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private void ToggleMicMute()
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{
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if (MicMuted)
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{
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MicVolume = _volumeBeforeMute ?? 0.8;
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BeginVolumeFlash();
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}
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else
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{
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_volumeBeforeMute = MicVolume;
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MicVolume = 0;
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}
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}
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private void PickMicrophone()
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{
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var dialog = new MicPickerDialog(new MicPickerViewModel(_microphoneEnumerator))
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{
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Owner = System.Windows.Application.Current?.MainWindow
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};
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if (dialog.ShowDialog() == true && dialog.PickedDevice != null)
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{
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MicSourceName = dialog.PickedDevice.DisplayName;
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_layoutStore.SaveMicSourceName(MicSourceName); // persist across restarts
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_audioMixer.RestartMic(); // swap the live device immediately
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}
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}
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// ─── Mic status dot (the MIC button) ───
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private static SolidColorBrush MicProblemBrush => ThemeBrush.Get("Brush.Secondary");
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/// <summary>Mic connection state, driven by the mixer's MicConnected/MicFailed
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/// events and the startup device check (see StartMicCaptureAsync).</summary>
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public MicStatus MicStatus
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{
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get => _micStatus;
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private set
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{
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if (SetProperty(ref _micStatus, value))
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{
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OnPropertyChanged(nameof(MicStatusBrush));
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OnPropertyChanged(nameof(MicStatusToolTip));
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}
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}
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}
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/// <summary>Status dot: green = connected, yellow = problem with the requested
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/// connection, red = not connected (no device / not started).</summary>
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public SolidColorBrush MicStatusBrush => MicStatus switch
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{
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MicStatus.Connected => BarOnBrush,
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MicStatus.Problem => MicProblemBrush,
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_ => BarOffBrush,
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};
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public string MicStatusToolTip => MicStatus switch
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{
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MicStatus.Connected => "Mic connected — click to change",
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MicStatus.Problem => "Mic problem — the requested microphone is unavailable (in use or unplugged). Click to change",
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_ => "No mic connected — click to choose a microphone",
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};
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// ─── Game audio bar (desktop/game): always visible — a mirror of the mic bar
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// ─── (meter + mute + volume). Desktop/game audio is automatic (WASAPI loopback). ───
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// Test seam (mirrors LayoutPathOverride/RegistrarOverride): the volume slider is
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// stream-honest AND speaker-honest — the real path writes the Windows endpoint.
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// Tests must never hijack the machine's actual volume, so they swap the push out.
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internal static Action<double>? VolumePushOverride;
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private static void PushSystemVolume(double volume)
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{
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if (VolumePushOverride is { } push)
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{
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push(volume);
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return;
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}
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try
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{
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using var enumerator = new MMDeviceEnumerator();
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using var device = enumerator.GetDefaultAudioEndpoint(DataFlow.Render, Role.Multimedia);
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device.AudioEndpointVolume.MasterVolumeLevelScalar = (float)volume;
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}
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catch { }
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}
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/// <summary>Live desktop/game input level (0..1), fed by the mixer's loopback
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/// capture. Read by the game meter, scaled by GameAudioVolume.</summary>
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public double GameAudioLevel
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{
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get => _gameAudioLevel;
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set
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{
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if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
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{
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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}
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/// <summary>Displayed game meter level: 0 while muted; the volume position
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/// while the slider is dragged (or briefly after an unmute flash); otherwise
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/// the realtime live level scaled by volume — the WASAPI loopback tap is
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/// PRE-endpoint-volume (creator's 20%-volume/pegged-meter observation,
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/// 2026-09-01), so the meter must multiply by GameAudioVolume itself, exactly
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/// like the stream gain does (the mic formula always did; the clone dropped it).</summary>
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private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)GameAudioLevel) * GameAudioVolume);
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public double GameMeterFillWidth => GameMeterLevel * 288;
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/// <summary>Ladder input: a 0…1 display fraction of what was measured.</summary>
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public double GameMeterFraction => GameMeterLevel;
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/// <summary>The game fader's dB face (−60 … +6). Same rule as the mic: the model keeps linear
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/// gain; the dock shows decibels.</summary>
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public double GameVolumeDb
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{
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get => Helpers.GainDb.ToDb(GameAudioVolume);
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set
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{
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var gain = Helpers.GainDb.FromDb(value);
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if (Math.Abs(gain - GameAudioVolume) < 1e-6) return;
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GameAudioVolume = gain;
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OnPropertyChanged(nameof(GameVolumeDb));
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OnPropertyChanged(nameof(GameVolumeDbLabel));
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}
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}
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public string GameVolumeDbLabel => Helpers.GainDb.Label(GameVolumeDb) + " dB";
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/// <summary>True while the mic is ducking the game/desktop bed (the mixer's own value).</summary>
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public bool IsGameDucking { get; private set; }
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/// <summary>"−12.0 dB" — the badge text, computed from the same gain the mixer applied.</summary>
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public string GameDuckLabel => Helpers.GainDb.Label(Helpers.GainDb.ToDb(_audioMixer.DuckGain)) + " DUCK";
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public string GameMeterBrush => GameMeterLevel switch
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{
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< 0.6 => ThemeBrush.Hex("Brush.Meter.Nominal"),
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< 0.8 => ThemeBrush.Hex("Brush.Meter.Caution"),
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_ => ThemeBrush.Hex("Brush.Meter.Peak"),
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};
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public void SetGameVolumeAdjusting(bool adjusting)
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{
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if (adjusting)
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CancelGameVolumeFlash();
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if (SetProperty(ref _gameVolumeAdjusting, adjusting))
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{
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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private void BeginGameVolumeFlash()
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{
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_gameVolumeFlash = true;
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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_gameVolumeFlashTimer.Stop();
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_gameVolumeFlashTimer.Start();
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}
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private void EndGameVolumeFlash()
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{
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_gameVolumeFlashTimer.Stop();
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if (_gameVolumeFlash)
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{
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_gameVolumeFlash = false;
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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private void CancelGameVolumeFlash()
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{
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_gameVolumeFlashTimer.Stop();
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_gameVolumeFlash = false;
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}
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/// <summary>Game audio gain (0..1, unity default). Running to 0 mutes; the
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/// prior level is remembered so the speaker button can restore it.</summary>
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public double GameAudioVolume
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{
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get => _gameVolume;
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set
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{
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var clamped = Math.Clamp(value, 0, 1);
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if (clamped == 0 && !_gameMuted)
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_gameVolumeBeforeMute ??= _gameVolume;
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if (SetProperty(ref _gameVolume, clamped))
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{
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var muted = clamped == 0;
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if (_gameMuted != muted)
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{
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_gameMuted = muted;
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OnPropertyChanged(nameof(GameMuted));
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OnPropertyChanged(nameof(GameMuteText));
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}
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if (!muted)
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_gameVolumeBeforeMute = null;
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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UpdateTraxLocalGain();
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PushSystemVolume(clamped);
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}
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}
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}
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/// <summary>Read-only: true whenever the volume is 0 (the slider and the
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/// speaker can never disagree).</summary>
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public bool GameMuted => _gameMuted;
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public string GameMuteText => GameMuted ? "Unmute" : "Mute";
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/// <summary>Badge state follows the mix, not a timer of its own: the level tick is already the
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/// moment the ducker has just run.</summary>
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private void UpdateDuckState()
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{
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var ducking = _audioMixer.DuckGain < 0.99f;
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if (ducking == IsGameDucking) return;
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IsGameDucking = ducking;
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OnPropertyChanged(nameof(IsGameDucking));
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OnPropertyChanged(nameof(GameDuckLabel));
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}
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private void ToggleGameMute()
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{
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if (GameMuted)
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{
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GameAudioVolume = _gameVolumeBeforeMute ?? 1.0;
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BeginGameVolumeFlash();
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}
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else
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{
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_gameVolumeBeforeMute = GameAudioVolume;
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GameAudioVolume = 0;
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}
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}
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private void OnMicLevelChanged(float level)
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{
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// NAudio raises on its capture thread; marshal to the UI thread so the
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// meter binding updates safely.
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => AudioLevel = level);
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else
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AudioLevel = level;
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}
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private void OnLoopbackLevelChanged(float level)
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{
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => GameAudioLevel = level);
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else
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GameAudioLevel = level;
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}
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private void OnMicConnected()
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{
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => MicStatus = MicStatus.Connected);
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else
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MicStatus = MicStatus.Connected;
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}
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private void OnMicFailed(Exception ex)
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{
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// The mixer logs the failure detail; here we only flip the dot to yellow.
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => MicStatus = MicStatus.Problem);
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else
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MicStatus = MicStatus.Problem;
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}
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/// <summary>Starts capture once at startup: with no mic device present the
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/// dot stays red and capture never starts; otherwise the mixer starts and
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/// raises MicConnected (green) or MicFailed (yellow).</summary>
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private async Task StartMicCaptureAsync()
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{
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try
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{
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var mics = await _microphoneEnumerator.GetMicrophonesAsync();
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if (mics.Count == 0)
|
||
{
|
||
MicStatus = MicStatus.NotConnected;
|
||
AppLog.Write("Mic: no capture devices found — mic capture not started");
|
||
_notifications.Warning("No microphone found",
|
||
"Mic capture wasn't started — plug one in and pick it from the mixer.");
|
||
return;
|
||
}
|
||
_audioMixer.Start();
|
||
AppLog.Write("Audio: using system default mic + default output — assuming they are configured and available (device issues are out of scope).");
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
AppLog.Write($"Mic: device check failed: {ex.Message}");
|
||
}
|
||
}
|
||
}
|