TASK 8 meter scaling: +10 dB input amplification in AudioLevelMeter.ToDisplay so the meters use the full bar — speech peaks (~0.2 RMS, -14 dBFS) read ~0.93 (red zone) and normal speech (~0.05, -26 dBFS) ~0.73 (yellow) at maxed volume, instead of hovering at the red edge; ≤0.001 linear still reads zero so the meter never idles on background noise; one knob shared by the mic bar and the game bar (× MicVolume gain-on-noise untouched); tests updated + new ToDisplay_Pushes_Speech_Peaks_Into_Red_At_Maxed_Volume — 171 tests passing, 0 warnings
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@@ -15,15 +15,18 @@ public sealed class AudioLevelMeter
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/// <summary>
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/// Maps a linear level (0..1) onto the meter's display scale: -60 dBFS..0 dBFS
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/// spread linearly across 0..1. Linear RMS of real speech or game audio is
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/// ~0.01..0.1 (-40..-20 dBFS), which leaves a flat (linear) meter looking
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/// dead; the log scale makes typical levels occupy the bar.
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/// spread linearly across 0..1, with +10 dB of input amplification. Linear RMS
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/// of real speech or game audio is ~0.01..0.1 (-40..-20 dBFS), which leaves a
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/// flat (linear) meter looking dead; the log scale makes typical levels occupy
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/// the bar and the amplification pushes real speech peaks into the red zone
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/// (0.8+) at maxed volume instead of hovering at its edge. Inputs at or below
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/// -60 dBFS (0.001 linear) read as zero — the meter never idles on background noise.
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/// </summary>
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public static float ToDisplay(float linear)
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{
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if (linear <= 0.001f)
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return 0f;
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var db = 20f * MathF.Log10(linear);
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var db = 20f * MathF.Log10(linear) + 10f;
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return Math.Clamp(1f + db / 60f, 0f, 1f);
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}
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