2026-08-24 14:44:16 -07:00
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Monetization policy locked + dev pause recorded (docs changeset, 2026-08-14): the one paid line becomes an annual subscription — early access $49.99/yr → $99/yr list at GA, grandfather-while-subscribed with lapse → list on renewal (no escalation matrix); free tier unchanged (branding flash is the free tier's billboard + no Alerts, which is the one paid feature); billing NOT locked to itch.io (hunted fact: itch.io has no native subscription billing — candidates Gumroad, whose native affiliate program is the tiebreaker, and Lemon Squeezy); support = in-app bug-report → git issues with a when-I-get-around-to-it cadence + emergency patches. ai.md Monetization section rewritten + stale paid-unlock seams fixed (L115 subscription-entitlement wording, the About hub's tabled billing PremiumUrl seam); TASKS.md gains TASK 23 (Monetization — billing provider decision, unlock mechanism with lapse→flash-returns enforcement, in-app bug-report loop, Unlock Premium seam lighting, Alerts gating, and line-item pointers for the early-access strategy, affiliate/ads phase 2, and the channel revival); HANDOFF.md records the decisions + the development pause (resume streaming = pair-programming dev streams via OBS + The Division 2 under the gramps/GOAT persona, 67 and gaming since 1981, 3D-printing content retired; dogfood switch to ytLlive once TASK 5 lands; resume point = TASK 5). Stale itch.io assertions corrected across comments and indexes (MainViewModel.cs PremiumUrl/IsPremium seams, MainWindow.xaml tooltip, AboutHubTests comment, ViewModels/index.md, TASK 9 out-of-scope note). Build 0 warnings, 196 tests passing
2026-08-14 18:48:42 -07:00
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TASK 25: master limiter on the live mix (2026-08-15, queued from the TRAX discussion) — the review confirmed two of the creator's three instincts were already satisfied (MediaFoundationReader streams from disk so file size needs no guard; the MusicPlayer 0.20 bed rides the same loopback gain as the game, so music is always exactly 20% of the desktop volume by construction) and found one real gap: AudioMixer.FillAndMix summed mic + loopback with no output ceiling, so hot gains could pass 0 dBFS and clip the AAC encode. New pure Services/Audio/MasterLimiter.cs: -1 dBFS ceiling (Ceiling = 0.891), instant attack per frame (a hot frame is scaled exactly to the ceiling — no overshoot), smoothed release toward unity so loud passages don't pump, gain never exceeds 1. Applied at the end of FillAndMix right before the pipe write. 3 unit tests (trim-to-ceiling, never-boost, recovery) + ONE integration test (MasterLimiter_CapsTheLiveMix_OnThePipe: a 0.95 loopback bed capped to exactly 0.891 on the wire while staying audible). Docs in the same commit: ai.md go-live audio section, Services/index.md new row, TASKS.md TASK 25 record, HANDOFF.md shipped state. Build 0 warnings, 193 tests passing (189 + 4 new)
2026-08-15 16:10:16 -07:00
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TASK 9 audio milestone: real stream audio + voice filters + auto-duck + free TRAX music — the mixer now feeds the encoder real audio (ffmpeg reads a Windows named pipe, -f f32le -ar 48000 -ac 2 -i \.\pipe\ytllive_audio, replacing anullsrc silence; explicit -map 0:v -map 1:a via EncoderOptions.AudioPipeName), with honest gains reaching the stream (MicVolume scales mic, GameAudioVolume + mute scale loopback, Func<double> seams on AudioMixer), an always-on pure-C# voice chain on the mic BEFORE the meter and mix (LowShelfFilter 120Hz +4dB → HighShelfFilter 8kHz +3dB → NoiseGate 0.005/hysteresis 0.5 → Compressor 0.5 4:1, all TDF2), AutoDucker (mic RMS>0.02 → loopback ×0.25, attack 0.05/release 0.005), and TRAX free background music (MusicPlayer = MediaFoundationReader → VolumeWaveProvider16 at fixed 0.20 → WaveOutEvent via the new sibling NAudio.WinMM 2.2.1 package; plays to the default device so the existing loopback carries it, ducked with game; footer TRAX button with red/yellow/green status dot, left-click toggles/picks, right-click opens the OpenFileDialog picker, tooltip shows the track name; persisted via schema v9 single-row Music). Build-time deviations from the plan (recorded in ai.md + TASKS.md): WasapiCapture in NAudio 2.2.1 exposes no overridable GetDefaultMixFormat so sources run device mix format and the mixer's TinyResampler normalizes any rate to 48kHz (resampler IS the design); FfmpegEncoder.cs untouched — MainViewModel.StopStream calls _audioMixer.StopLive() (pipe EOF) before the frame pump stops; sound-bar relabelled 'Desktop Audio', IsGameAudioBarVisible = game sound OR music playing. Tests: new AudioPipelineTests (DSP/ring-buffer/ducker/resampler units + the ONE integration test Mix_WithFiltersDuckAndGain_Lands_On_AudioPipe reading real pipe bytes; ring-buffer overwrite bug found + fixed), FfmpegEncoderTests/LayoutStorePersistenceTests updated — 196 tests passing, 0 warnings
2026-08-14 18:09:26 -07:00
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2026-08-24 10:22:18 -07:00
TASK 7 UI polish batch: scene/source row cleanup, dedup naming, full social handles — scenes are now pure selection rows (edit/trash/visibility icons and inline rename removed with EditSceneCommand/RemoveSceneCommand/ToggleSceneVisibilityCommand + Scene.IsEditing); source rows gained the trio (new EditElementCommand → inline rename via SceneElement.IsEditing, ToggleElementVisibilityCommand → eye flips IsVisible, open/slashed style rebound, hidden rows dim to 45%); duplicate resource names get a no-space incrementing suffix via shared NextSourceName (Image, Image2, Image3…) derived from actual names so deletions never collide (AddSource + AddReusedImage); social bar renders the full validated handle (MaxWidth=200 + TextTrimming removed from SocialBarRenderer and the preview template); side panels stay fixed 220/300; focus-loss capture lag documented in ai.md as a known OS limit (deferred) — the two real-App tests now share RealAppHost, a dedicated STA thread owning the single WPF App, instead of each calling new App(); new SourceNamingTests integration test (Text/Text2/Text3, delete-middle re-add no-collision) — 170 tests passing, 0 warnings
2026-08-13 18:50:56 -07:00
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2026-08-16 17:48:37 -07:00
2026-08-06 09:38:35 -07:00
2026-08-24 08:56:17 -07:00
Screen backdrop (schema v5/v6) + five-scene catalog + webcam polish: live desktop/game capture as a permanent non-deletable bottom layer (Source.IsBackdrop), auto full-screen game detection (Win32FullScreenDetector) else primary display, GraphicsCapturePicker re-designation, refcounted shared ScreenCaptureManager, Live-only backdrop by policy (HasBackdrop + v5-v6 backfill + EnforceBackdropPolicy, checkbox gone), SceneCatalog (Starting/Live/BRB/Chat/Ending) with + button re-adding missing scenes, webcam mid-session transparent-container fix (GetPreviewBitmap propagation), Chat half-screen-area cap, 'Add Webcam' always opens the picker (SwapWebcamIdentityAsync, no silent resurrect), WindowsRuntimeMarshal frame-read + 5s-throttled errors, docs updated, tests (65 passing)
2026-08-07 14:15:50 -07:00
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