The element-space raster builds on a TRANSPARENT base but BlitContentRaw's partial-alpha branch applied the opaque-dst source-over blend: color premultiplied by the sampled alpha, then alpha forced to 255. Pasting that raster saw a==255 and straight-copied darkened ink over the scene — a recording box that the raw-bitmap preview (correct alpha) never showed. Transparent margins and opaque content were unaffected, which is why every take looped on the page/CSS while the capture was transparent all along (15:51 dumps: alpha max 255, mean ~19, zero 57%). BlitContentRaw now takes transparentDst; the raster call passes true and writes straight color + straight alpha so the paste rows (BlendRowOpaque/Weighted) do the real source-over onto the opaque master. Master paths byte-identical. ONE integration test PasteCache_SemiTransparentLayer_RevealsBackdrop_NotOpaqueInk: 50%-blue over red reads (127,0,128) fixed vs (0,0,128) buggy — proven both ways (verified by stashing the fix: fails before, passes after). Clean build, 0 warnings; 22/23 compositor-class tests pass, the sole failure the documented pre-existing Composite_FullScene_MasterPixels pixel (1380,700). Alpha-compositing model: standard source-over with producer-cached surfaces, the OBS/libyuv paste model already cited in ai.md/MyMistakes (rawvideo recipe, row-blit BLEND_NONE / straight-alpha branches); full story in MyMistakes (RESOLVED entry). Per the good-dog rule: one integration test, memory updates (MyMistakes/ai.md/ HANDOFF) in the same commit.
ytLlive
A creator-proof live-streaming and recording app for YouTube — native Windows (C# / WPF / .NET 8).
Screenshot
Design Principle
This software is so intuitive that even the most right-brained person can easily intuit and use it.
Every feature is measured against this. One-click go-live, sane YouTube defaults, visual scene building, and no dead ends — every action has a visible outcome.
Why ytLlive
OBS treats YouTube as an afterthought; SLOBS is Twitch-first with YouTube bolted on. ytLlive is designed and dedicated to YouTube livestreaming and recording, and to YouTube's specific quirks.
Account Assumption
ytLlive assumes you already have a YouTube creator account — connecting uses "Sign in with Google" to link that existing account. ytLlive does not create accounts. If you don't have a YouTube channel yet, set one up on YouTube first, then connect it here.
Audio Assumption
ytLlive uses your default microphone and desktop/game output — it never hunts for a device or contends for one. It assumes your audio is already configured and working (default input and output set, not hijacked by another app). Audio issues are a Windows/device matter outside ytLlive's scope: we don't debug, detect, or try to fix them. If it doesn't sound right, fix the system's audio settings first — it's on the OS, not on us.
Run
dotnet build # Windows only — WPF
dotnet run
Version Roadmap
v1 is the finished product (creator ruling, 2026-09-01 — there are no v1.x releases).
Everything still queueing lands in v1; anything not on the feature list is on the closed
"Out of product — permanently" list in TASKS.md — read that page before asking for a feature.
What v1 ships: the five-scene director's control surface, webcam + screen capture, media + web + text sources, chat on-stream, the social bar, mic/desktop audio with auto-duck and TRAX, local recording, variable quality tiers with auto step-down, one-click go-live + scheduling, stream resilience (auto-reconnect inside YouTube's grace, one-click back on air), built-in monetization awareness (reward capture, session reports, YPP journey tracker), Alerts — all free and ungated; the subscription only removes the branding flash.
Structure
| Path | Role |
|---|---|
Models/ |
Scene, Source, WebcamSceneConfig, SceneElement, SceneCatalog, QualityOption, StreamConfig/Health, chat, Socials, BroadcastMetadata, Music, MicStatus |
ViewModels/ |
MainViewModel (partial classes per area) + dialogs: GoLive, CameraPicker, MicPicker, HotkeyConfig, Socials, LiveBroadcastForm |
Services/ |
YouTube (OAuth, streams/broadcasts, chat polling), LayoutStore (SQLite), capture (camera/screen-capture/media-file via FFmpeg), SceneCompositor + FramePump, FFmpeg encoder + RTMP, audio pipeline (WASAPI loopback + mic, mixer, filters, ducker, limiter, TRAX), SocialValidator, notifications, hotkeys, SceneGraph, ChatOverlayLayer |
Helpers/ |
ViewModelBase, RelayCommand, ImageCache, AppLog, TokenStore (DPAPI), OAuthCredentials, converters |
Themes/ |
Controls.xaml — the dark-theme control styles, merged once in App.xaml |
MainWindow.xaml |
Dark-theme control surface: thumbnails + central preview, two-state left panel (layers/properties ↔ live chat), top bar, footer |
Distribution.md |
GA-time plan: signing, installer, EULA, hardening — executed as TASK 36 |
Docs (memory map)
schema.md defines the conventions; ai.md is the AI/session guide;
TASKS.md is the task queue. Each code directory carries an index.md.

