TASK 4 ship step 4: WASAPI audio capture — NAudio loopback + mic behind an IAudioSource seam, AudioMixer driving AudioLevel while live, pure level meter + WaveToFloat, NAudio.Wasapi 2.2.1 (MIT, notices item 9) — 139 tests passing, 0 warnings

This commit is contained in:
2026-08-12 21:18:07 -07:00
parent ba427e85e1
commit 58c0f8e8c4
16 changed files with 814 additions and 34 deletions
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## Session state (last updated: 2026-08-12) ## Session state (last updated: 2026-08-12)
- **Branch:** `main`. TASK 4 ship step 3 (encoder + RTMP push) is **built and - **Branch:** `main`. TASK 4 ship step 4 (WASAPI audio capture) is **built and
tested** but **NOT committed** — the working tree is dirty with the encoder tested** but **NOT committed** — the working tree is dirty with the audio
(10 new files in `Services/Encoder/` + `ytLive.Tests/FfmpegEncoderTests.cs`) and layer (6 new files in `Services/Audio/` + `ytLive.Tests/AudioMixerTests.cs`,
its memory updates (TASKS.md, ai.md, Services/index.md). Ready to commit when the `NAudio.Wasapi` 2.2.1 package reference, the THIRD-PARTY-NOTICES entry,
the user says so. the `MainViewModel` wiring, the `FfmpegEncoder.cs:139` CS8602 fix) and its
- **Finished this session:** TASK 4 ship step 3 — the FFmpeg subprocess encoder: memory updates (TASKS.md, ai.md, Services/index.md, HANDOFF.md). Ready to
`EncoderOptions` + `IFfmpegEncoder`/`FfmpegEncoder` + `IEncoderProcess`/ commit when the user says so.
`FfmpegEncoderProcess` + pure `FfmpegArgs`/`FfmpegProgressParser`/ - **Finished this session:** TASK 4 ship step 4 — the live audio capture layer:
`FfmpegEncoderPicker` in `Services/Encoder/`. StartAsync (locate → probe `IAudioSource`/`AudioSample` seam, `WasapiLoopbackAudioSource`
`-encoders` → spawn → stderr loop), SubmitFrameAsync (serialized BGRA stdin), (`WasapiLoopbackCapture` on the default render device), `WasapiMicAudioSource`
StopAsync (stdin EOF → ffmpeg finalizes; 10s kill watchdog), ProcessFailed on (`WasapiCapture`, NAudio device resolved by `FriendlyName` matching
unexpected non-zero exit. Not yet constructed by the app (ship step 5 wiring). `MicSourceName` via a re-read `Func<string?>` provider, default-endpoint
Build: **0 warnings**. Tests: **122 passing** (was 112; +10 new). fallback), `AudioMixer` (owns both sources, starts/stops with go-live, feeds
the pure `AudioLevelMeter``MicLevelChanged`), `WaveToFloat` (IEEE-float /
PCM16 / extensible). `MainViewModel` constructs the mixer, `BeginGoLive`
success → `Start()`, `StopStream``Stop()`, `MicLevelChanged` marshalled to
the UI thread → `AudioLevel`. Loopback samples are currently dropped (the
encoder's AAC mix, ship step 5, consumes them). Build: **0 warnings** (a
pre-existing CS8602 in `FfmpegEncoder.cs:139` surfaced during the rebuild and
was fixed with `process!`). Tests: **139 passing** (was 122; +17 new audio).
- **Landmines:** - **Landmines:**
- `ChannelReader.ReadAsync` on a completed channel **throws** - `WaveFormatExtensible.SubFormat` is a **`Guid`** in NAudio 2.x, not a
`ChannelClosedException` — it does NOT return `null` like a StreamReader EOF. `WaveFormatEncoding` — compare it to
The test fake (`QueuedReader` in `FfmpegEncoderTests.cs`) catches it and `NAudio.Dmo.AudioMediaSubtypes.MEDIASUBTYPE_IEEE_FLOAT` (the IEEE-float
returns `null`, or the encoder's stderr loop treats it as a fault and subtype constant; it lives in the `NAudio.Dmo` namespace, not CoreAudioApi).
`ProcessFailed` never fires (that's exactly what happened on the first run — - Use the **`NAudio.Wasapi` 2.2.1 feature package**, not the `NAudio`
see commit history). meta-package — the wasapi types come from that package (`WasapiCapture` in
- The probe process (`FakeEncoderProcess`) must be a *separate* `IEncoderProcess` `NAudio.CoreAudioApi`, `WasapiLoopbackCapture` in `NAudio.Wave`); `NAudio.Core`
instance from the encoder process in `Start_*` tests — `StartAsync` calls the comes in transitively.
factory twice (probe → encoder), and the fake can't simulate both roles at - The audio meter is an exponential smoother (0.2 factor) — a single pushed
once. sample only moves 20% toward its RMS. Tests must push repeatedly before
- `StopAsync` waits the full `ExitTimeout` if the fake's process doesn't signal asserting a converged level.
exit — fakes must call `SignalExit()` inside `StopAsync`'s stdin-EOF path. - Tests never instantiate `MainViewModel` directly except the round-clip
- Windows-only: `FfmpegEncoderProcess` sets `UseShellExecute=false` + integration test (a real `MainWindow`), which never goes live — so the mixer
`RedirectStandardXxx=true` — never spawn with a shell. is constructed but never started there; NAudio types are only constructed,
- **Next step:** TASK 4 ship step 4 — WASAPI audio capture (loopback + mic) never touching devices. Keep it that way.
feeding `AudioLevel` (req 7). Nothing else queued — do not expand the task - Mic device resolution must re-read `MicSourceName` at each `Start` (the app
queue on your own. persists only the DisplayName, not a device ID).
- Windows-only: all capture runs only while live (privacy indicator otherwise).
- **Next step:** TASK 4 ship step 5 — the frame-pipeline wiring
(`CameraManager`/`ScreenCaptureManager` → compositor resolver → encoder
construction, plus the loopback → encoder AAC mix). Nothing else queued — do
not expand the task queue on your own.
- **Secret/DB/port facts live:** OAuth client id/secret in `Helpers/OAuthCredentials.cs`; - **Secret/DB/port facts live:** OAuth client id/secret in `Helpers/OAuthCredentials.cs`;
OAuth session token in `Helpers/TokenStore.cs` (DPAPI → `%APPDATA%\ytLlive\ytLlive.auth`); OAuth session token in `Helpers/TokenStore.cs` (DPAPI → `%APPDATA%\ytLlive\ytLlive.auth`);
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namespace ytLive.Services.Audio;
/// <summary>
/// Computes the smoothed mic level (0..1) from captured samples. Pure —
/// unit-tested; the <see cref="AudioMixer"/> only feeds it and forwards the
/// result. RMS-based so it tracks perceived loudness, smoothed so the meter
/// does not flicker.
/// </summary>
public sealed class AudioLevelMeter
{
private const float Smoothing = 0.2f;
private float _level;
public float Level => _level;
public float Push(AudioSample sample)
{
if (sample.Samples.Length == 0)
return _level;
double sumSquares = 0;
var count = 0;
foreach (var value in sample.Samples)
{
sumSquares += value * value;
count++;
}
var rms = (float)Math.Sqrt(sumSquares / count);
_level = _level * (1 - Smoothing) + rms * Smoothing;
return _level;
}
public void Reset() => _level = 0;
}
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using ytLive.Services;
namespace ytLive.Services.Audio;
/// <summary>
/// Owns the mic + desktop/game capture sources (TASK 4 ship step 4) and drives
/// the live mic meter. Runs only while live: started when go-live succeeds,
/// stopped on end-stream. Mic samples are level-metered and forwarded; loopback
/// samples are currently dropped (consumed by the encoder mix in a later step).
/// </summary>
public sealed class AudioMixer : IDisposable
{
private readonly IAudioSource _mic;
private readonly IAudioSource _loopback;
private readonly AudioLevelMeter _meter;
private readonly Action<string>? _log;
private bool _started;
public AudioMixer(IAudioSource mic, IAudioSource loopback, Action<string>? log = null)
{
_mic = mic;
_loopback = loopback;
_meter = new AudioLevelMeter();
_log = log;
_mic.SampleReady += OnMicSample;
_loopback.SampleReady += OnLoopbackSample;
_mic.Failed += OnMicFailed;
_loopback.Failed += OnLoopbackFailed;
}
/// <summary>Current smoothed mic level (0..1).</summary>
public float MicLevel => _meter.Level;
/// <summary>Raised whenever the smoothed mic level changes.</summary>
public event Action<float>? MicLevelChanged;
public void Start()
{
if (_started)
return;
_started = true;
_meter.Reset();
_loopback.Start();
_mic.Start();
}
public void Stop()
{
if (!_started)
return;
_started = false;
_mic.Stop();
_loopback.Stop();
_meter.Reset();
MicLevelChanged?.Invoke(0);
}
public void Dispose()
{
Stop();
_mic.SampleReady -= OnMicSample;
_loopback.SampleReady -= OnLoopbackSample;
_mic.Failed -= OnMicFailed;
_loopback.Failed -= OnLoopbackFailed;
_mic.Dispose();
_loopback.Dispose();
}
private void OnMicSample(AudioSample sample)
{
MicLevelChanged?.Invoke(_meter.Push(sample));
}
private void OnLoopbackSample(AudioSample sample)
{
// Desktop/game audio: captured for the future encoder mix; no UI yet.
}
private void OnMicFailed(Exception ex)
{
_log?.Invoke($"Mic capture failed: {ex.Message}");
MicLevelChanged?.Invoke(0);
}
private void OnLoopbackFailed(Exception ex)
{
_log?.Invoke($"Desktop audio capture failed: {ex.Message}");
}
}
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namespace ytLive.Services.Audio;
/// <summary>
/// A chunk of interleaved PCM float samples (-1..1) with its format. This is
/// the unit every <see cref="IAudioSource"/> produces and the
/// <see cref="AudioMixer"/> consumes (TASK 4 ship step 4).
/// </summary>
public sealed class AudioSample
{
public float[] Samples { get; }
public int SampleRate { get; }
public int Channels { get; }
public AudioSample(float[] samples, int sampleRate, int channels)
{
Samples = samples;
SampleRate = sampleRate;
Channels = channels;
}
}
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namespace ytLive.Services.Audio;
/// <summary>
/// A live audio capture source (TASK 4 ship step 4 seam): produces PCM float
/// chunks, runs only while live. The default implementations wrap NAudio's
/// WASAPI capture (mic) / loopback (desktop/game); the mixer and the tests
/// consume this interface, never NAudio directly.
/// </summary>
public interface IAudioSource : IDisposable
{
/// <summary>Starts capturing. Safe to call only once per Stop.</summary>
void Start();
/// <summary>Stops capturing; a later Start begins a fresh session.</summary>
void Stop();
/// <summary>Raises each captured chunk (interleaved PCM float, -1..1).</summary>
event Action<AudioSample>? SampleReady;
/// <summary>Raises when capture dies or fails to start (e.g. no device).</summary>
event Action<Exception>? Failed;
}
@@ -0,0 +1,69 @@
using NAudio.Wave;
namespace ytLive.Services.Audio;
/// <summary>
/// Captures the user's desktop/game audio (TASK 4 ship step 4) via WASAPI
/// loopback on the default render device. Starts/stops with go-live only.
/// </summary>
public sealed class WasapiLoopbackAudioSource : IAudioSource
{
private WasapiLoopbackCapture? _capture;
public event Action<AudioSample>? SampleReady;
public event Action<Exception>? Failed;
public void Start()
{
if (_capture != null)
throw new InvalidOperationException("Already started.");
try
{
_capture = new WasapiLoopbackCapture();
_capture.DataAvailable += OnDataAvailable;
_capture.RecordingStopped += OnRecordingStopped;
_capture.StartRecording();
}
catch (Exception ex)
{
Stop();
Failed?.Invoke(ex);
}
}
public void Stop()
{
if (_capture == null)
return;
try
{
_capture.StopRecording();
}
catch
{
}
_capture.Dispose();
_capture = null;
}
public void Dispose() => Stop();
private void OnDataAvailable(object? sender, WaveInEventArgs e)
{
if (e.BytesRecorded <= 0)
return;
var format = _capture?.WaveFormat ?? WaveFormat.CreateIeeeFloatWaveFormat(48000, 2);
var samples = WaveToFloat.Convert(e.Buffer, e.BytesRecorded, format);
if (samples.Length > 0)
SampleReady?.Invoke(new AudioSample(samples, format.SampleRate, format.Channels));
}
private void OnRecordingStopped(object? sender, StoppedEventArgs e)
{
if (e.Exception != null)
Failed?.Invoke(e.Exception);
}
}
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using NAudio.CoreAudioApi;
using NAudio.Wave;
namespace ytLive.Services.Audio;
/// <summary>
/// Captures the selected microphone (TASK 4 ship step 4) via WASAPI. Resolves
/// the NAudio device by FriendlyName matching <c>MicSourceName</c> (the app only
/// persists DisplayName), falling back to the default capture endpoint.
/// </summary>
public sealed class WasapiMicAudioSource : IAudioSource
{
private readonly Func<string?> _micNameProvider;
private WasapiCapture? _capture;
/// <param name="micNameProvider">Returns the current mic DisplayName; read
/// at each Start so a device picked mid-session takes effect next go-live.</param>
public WasapiMicAudioSource(Func<string?> micNameProvider)
{
_micNameProvider = micNameProvider;
}
public event Action<AudioSample>? SampleReady;
public event Action<Exception>? Failed;
public void Start()
{
if (_capture != null)
throw new InvalidOperationException("Already started.");
try
{
var device = ResolveDevice();
_capture = device != null ? new WasapiCapture(device) : new WasapiCapture();
_capture.DataAvailable += OnDataAvailable;
_capture.RecordingStopped += OnRecordingStopped;
_capture.StartRecording();
}
catch (Exception ex)
{
Stop();
Failed?.Invoke(ex);
}
}
public void Stop()
{
if (_capture == null)
return;
try
{
_capture.StopRecording();
}
catch
{
}
_capture.Dispose();
_capture = null;
}
public void Dispose() => Stop();
private MMDevice? ResolveDevice()
{
var micName = _micNameProvider();
if (string.IsNullOrWhiteSpace(micName))
return null;
try
{
using var enumerator = new MMDeviceEnumerator();
foreach (var endpoint in enumerator.EnumerateAudioEndPoints(DataFlow.Capture, DeviceState.Active))
{
if (string.Equals(endpoint.FriendlyName, micName, StringComparison.OrdinalIgnoreCase))
return endpoint;
}
}
catch
{
}
return null;
}
private void OnDataAvailable(object? sender, WaveInEventArgs e)
{
if (e.BytesRecorded <= 0)
return;
var format = _capture?.WaveFormat ?? WaveFormat.CreateIeeeFloatWaveFormat(48000, 1);
var samples = WaveToFloat.Convert(e.Buffer, e.BytesRecorded, format);
if (samples.Length > 0)
SampleReady?.Invoke(new AudioSample(samples, format.SampleRate, format.Channels));
}
private void OnRecordingStopped(object? sender, StoppedEventArgs e)
{
if (e.Exception != null)
Failed?.Invoke(e.Exception);
}
}
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using NAudio.Dmo;
using NAudio.Wave;
namespace ytLive.Services.Audio;
/// <summary>
/// Converts NAudio's raw WASAPI capture buffers (byte[], whatever bit depth the
/// device's mix format reports) into interleaved PCM float samples. Pure —
/// unit-tested; the two WASAPI sources share it.
/// </summary>
public static class WaveToFloat
{
public static float[] Convert(byte[] buffer, int bytesRecorded, WaveFormat format)
{
if (format.Encoding == WaveFormatEncoding.IeeeFloat && format.BitsPerSample == 32)
return ConvertIeeeFloat(buffer, bytesRecorded);
if (format.Encoding == WaveFormatEncoding.Pcm && format.BitsPerSample == 16)
return ConvertPcm16(buffer, bytesRecorded);
if (format is WaveFormatExtensible extensible
&& extensible.SubFormat == AudioMediaSubtypes.MEDIASUBTYPE_IEEE_FLOAT)
return ConvertIeeeFloat(buffer, bytesRecorded);
return ConvertPcm16(buffer, bytesRecorded);
}
private static float[] ConvertIeeeFloat(byte[] buffer, int bytesRecorded)
{
var count = bytesRecorded / 4;
var result = new float[count];
Buffer.BlockCopy(buffer, 0, result, 0, count * 4);
return result;
}
private static float[] ConvertPcm16(byte[] buffer, int bytesRecorded)
{
var count = bytesRecorded / 2;
var result = new float[count];
for (var i = 0; i < count; i++)
result[i] = BitConverter.ToInt16(buffer, i * 2) / 32768f;
return result;
}
}
+1 -1
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@@ -136,7 +136,7 @@ public sealed class FfmpegEncoder : IFfmpegEncoder
{ {
using var timeout = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken); using var timeout = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
timeout.CancelAfter(TimeSpan.FromSeconds(10)); timeout.CancelAfter(TimeSpan.FromSeconds(10));
await process.WaitForExitAsync(timeout.Token).ConfigureAwait(false); await process!.WaitForExitAsync(timeout.Token).ConfigureAwait(false);
} }
catch (OperationCanceledException) catch (OperationCanceledException)
{ {
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@@ -42,6 +42,13 @@ External-facing logic: YouTube API, persistence. See
| `Encoder/FfmpegProgressParser.cs` | Pure parser for `frame=/fps=/size=/time=/bitrate=` stats lines → `FfmpegProgress` | | `Encoder/FfmpegProgressParser.cs` | Pure parser for `frame=/fps=/size=/time=/bitrate=` stats lines → `FfmpegProgress` |
| `Encoder/FfmpegEncoderPicker.cs` | Pure H.264 encoder picker from `-encoders` output: NVENC → QSV → AMF → OpenH264; **never returns libx264** (GPL) | | `Encoder/FfmpegEncoderPicker.cs` | Pure H.264 encoder picker from `-encoders` output: NVENC → QSV → AMF → OpenH264; **never returns libx264** (GPL) |
| `Encoder/FfmpegLocator.cs` | The default locator: PATH probe wins, then the cache, then pull+extract (`ffmpeg.exe` **+ the `libav*.dll` family** via a staging dir, failures via `AppLog`). Pinned to BtbN `autobuild-2026-08-09-13-03` **lgpl-shared** (dynamic linking = LGPL compliance without static-relink §6 material; no GPL libx264; NVENC/QSV/AMF + libopenh264 + native AAC — see `ai.md` → Licensing). Search dirs / tools dir / downloader constructor-injected for hermetic tests. Not yet constructed by the app (the encoder step wires it) | | `Encoder/FfmpegLocator.cs` | The default locator: PATH probe wins, then the cache, then pull+extract (`ffmpeg.exe` **+ the `libav*.dll` family** via a staging dir, failures via `AppLog`). Pinned to BtbN `autobuild-2026-08-09-13-03` **lgpl-shared** (dynamic linking = LGPL compliance without static-relink §6 material; no GPL libx264; NVENC/QSV/AMF + libopenh264 + native AAC — see `ai.md` → Licensing). Search dirs / tools dir / downloader constructor-injected for hermetic tests. Not yet constructed by the app (the encoder step wires it) |
| `Audio/IAudioSource.cs` | **TASK 4 ship step 4 seam**: live capture source — `Start`/`Stop`/`SampleReady(AudioSample)`/`Failed(Exception)`, `IDisposable`; runs only while live. The app consumes this seam; tests inject hermetic fakes |
| `Audio/AudioSample.cs` | One captured chunk: interleaved PCM float (-1..1) + sample rate + channels |
| `Audio/WasapiLoopbackAudioSource.cs` | Desktop/game capture: NAudio `WasapiLoopbackCapture` on the default render device — automatic at unity, zero UI |
| `Audio/WasapiMicAudioSource.cs` | Mic capture: NAudio `WasapiCapture` with the device resolved by `FriendlyName` matching `MicSourceName` (DisplayName only), default capture endpoint fallback; name provider `Func<string?>` re-read at each `Start` so a mic picked mid-session takes effect next go-live |
| `Audio/AudioMixer.cs` | Owns both sources; `Start`/`Stop` follow go-live (`MainViewModel.BeginGoLive`/`StopStream`). Mic samples → `AudioLevelMeter``MicLevelChanged`; loopback samples currently dropped (the future encoder AAC mix consumes them). Failures log via `AppLog`; mic failure zeroes the meter, loopback failure doesn't kill the mic |
| `Audio/AudioLevelMeter.cs` | Pure smoothed RMS level (0..1): `Push(AudioSample)` + `Reset` — the unit-tested math behind `AudioLevel` |
| `Audio/WaveToFloat.cs` | Pure WASAPI buffer → float conversion: IEEE float 32-bit direct, PCM 16-bit normalized, `WaveFormatExtensible` IEEE-float subformat GUID, trailing partial samples ignored |
Related: constructed in [`ViewModels/MainViewModel.cs`](../ViewModels/MainViewModel.cs) Related: constructed in [`ViewModels/MainViewModel.cs`](../ViewModels/MainViewModel.cs)
(no DI container yet). Models in [`Models/index.md`](../Models/index.md). (no DI container yet). Models in [`Models/index.md`](../Models/index.md).
+37 -1
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@@ -200,7 +200,7 @@ Preview shows the transition too (WYSIWYG). No wipes/slides/LUTs beyond the four
1.**Ship step 1 — the output compositor SHIPPED** (2026-08-10) 1.**Ship step 1 — the output compositor SHIPPED** (2026-08-10)
2.**Ship step 2 — the FFmpeg locator SHIPPED** (2026-08-10) 2.**Ship step 2 — the FFmpeg locator SHIPPED** (2026-08-10)
3.**Encoder + RTMP push SHIPPED** (2026-08-12) — the FFmpeg subprocess: raw BGRA frames via stdin, stderr health parsing, FLV mux + push to the ingestion URL (see the ship step 3 plan below) 3.**Encoder + RTMP push SHIPPED** (2026-08-12) — the FFmpeg subprocess: raw BGRA frames via stdin, stderr health parsing, FLV mux + push to the ingestion URL (see the ship step 3 plan below)
4. **WASAPI audio capture** loopback (desktop/game) + the picked mic feeding `AudioLevel` so the realtime meter comes alive (req 7) 4. **WASAPI audio capture SHIPPED** (2026-08-12) — NAudio loopback (desktop/game) + the picked mic feeding `AudioLevel`, so the realtime meter comes alive (see the ship step 4 plan below)
5.**Frame-pipeline wiring**`CameraManager`/`ScreenCaptureManager` → compositor resolver → encoder 5.**Frame-pipeline wiring**`CameraManager`/`ScreenCaptureManager` → compositor resolver → encoder
6.**Health stats** — bitrate, FPS, dropped frames reported live in the bottom bar (req 5) 6.**Health stats** — bitrate, FPS, dropped frames reported live in the bottom bar (req 5)
7.**One-click go live + private-only enforcement** — Go Live always creates/updates the broadcast with `privacyStatus = "private"` + PRIVATE badge (req 8, test-verifiable) 7.**One-click go live + private-only enforcement** — Go Live always creates/updates the broadcast with `privacyStatus = "private"` + PRIVATE badge (req 8, test-verifiable)
@@ -390,6 +390,42 @@ Tests: `FfmpegEncoderTests` integration (probe → spawn with NVENC preferred
progress parsed → graceful stop, no kill) + units (args compliance/GOP, progress parser, picker progress parsed → graceful stop, no kill) + units (args compliance/GOP, progress parser, picker
preference + GPL guard, no-URL/not-running/noop stops, process-death `ProcessFailed`) — **122 passing**. preference + GPL guard, no-URL/not-running/noop stops, process-death `ProcessFailed`) — **122 passing**.
#### Ship step 4 — WASAPI audio capture (the meter comes alive)
**Goal:** capture desktop/game audio (loopback) and the picked mic, feed the mic level into `AudioLevel`
so the realtime meter reads something other than 0, run capture **only while live** (req 7).
**Decisions (locked):**
1. **NAudio `NAudio.Wasapi` 2.2.1** — the wasapi feature package (not the `NAudio` meta-package): it
carries the capture types (`WasapiCapture`/`WasapiLoopbackCapture` + the MMDevice enumeration) with
`NAudio.Core`/`NAudio.Asio` pulled in transitively. MIT — recorded in `THIRD-PARTY-NOTICES.txt` (item 9).
2. **`IAudioSource` seam** (`Start`/`Stop`/`SampleReady`/`Failed`, IDisposable) — the app consumes the
seam; the two WASAPI implementations wrap NAudio; tests inject hermetic fakes (no real audio devices,
no timers). Loopback = `WasapiLoopbackCapture` on the default render device; mic = `WasapiCapture`
with the NAudio device resolved by `FriendlyName` matching `MicSourceName` (the app only persists the
DisplayName), falling back to the default capture endpoint. Mic device resolution is re-read at each
`Start` via a name provider so a mic picked mid-session takes effect next go-live.
3. **`AudioMixer` owns both sources** — starts/stops both with go-live (`BeginGoLive` success → `Start`,
`StopStream` → `Stop`). Mic samples feed a pure `AudioLevelMeter` (RMS, exponential smoothing) and
raise `MicLevelChanged`, marshalled to the UI thread into `AudioLevel`; desktop samples are currently
dropped (consumed by the encoder's AAC mix in a later step). Capture failures are logged via `AppLog`
(mic failure also zeroes the meter); loopback failure doesn't kill the mic.
4. **Byte→float** — pure `WaveToFloat.Convert` handles the WASAPI mix formats: IEEE float 32-bit (direct)
and PCM 16-bit (normalized to -1..1), including `WaveFormatExtensible` with the IEEE-float subformat
GUID. Trailing partial samples are ignored.
**Built (2026-08-12):** `Services/Audio/` ships `IAudioSource` + `AudioSample`, `WasapiLoopbackAudioSource`,
`WasapiMicAudioSource`, `AudioMixer`, `AudioLevelMeter`, `WaveToFloat`; `MainViewModel` constructs the
mixer (mic source fed `() => MicSourceName`), starts it on go-live and stops it on end-stream, and maps
`MicLevelChanged` → `AudioLevel`. A pre-existing CS8602 in `FfmpegEncoder.cs:139` surfaced during this
step's rebuild and was fixed (`process!`) — build **0 warnings**. Tests: `AudioMixerTests` (mixer
lifecycle/forwarding/failure against fakes, meter RMS/smoothing/reset, `WaveToFloat` float/PCM16/
extensible/truncation) — **139 passing**.
**Deferred (later ship steps):** wiring the desktop-capture samples into the encoder's AAC mix (replaces
the `-f lavfi -i anullsrc` placeholder; ship step 5 owns the encoder construction), WASAPI capture while
not live, and any audio UI beyond the existing mic controls.
--- ---
## TASK 5 — YouTube Live Stream Management ## TASK 5 — YouTube Live Stream Management
+8
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@@ -79,6 +79,14 @@ the guardrails — the "never do" list is there on purpose.
obligations; it is listed here per this file's "list everything" obligations; it is listed here per this file's "list everything"
policy. policy.
9. NAudio (WASAPI audio capture — loopback + mic)
Copyright (c) Mark Heath and contributors
License: MIT
Home: https://github.com/naudio/NAudio
Used as: the WASAPI loopback (desktop/game audio) and mic capture sources
behind the `IAudioSource` seam (TASK 4 ship step 4). MIT imposes
no source offer; this notice is kept per this file's policy.
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
MISCELLANEOUS MISCELLANEOUS
+26
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@@ -14,6 +14,7 @@ using Microsoft.Win32;
using ytLive.Helpers; using ytLive.Helpers;
using ytLive.Models; using ytLive.Models;
using ytLive.Services; using ytLive.Services;
using ytLive.Services.Audio;
namespace ytLive.ViewModels; namespace ytLive.ViewModels;
@@ -79,6 +80,12 @@ public class MainViewModel : ViewModelBase
private SocialsConfig? _socials; private SocialsConfig? _socials;
private readonly IMicrophoneEnumerator _microphoneEnumerator; private readonly IMicrophoneEnumerator _microphoneEnumerator;
// Live audio capture (TASK 4 ship step 4): desktop/game via WASAPI loopback,
// mic via WASAPI capture, both owned by the mixer and running only while
// live. Mic level feeds AudioLevel (the meter); loopback is for the future
// encoder mix. Private by design — no UI beyond the existing mic controls.
private readonly AudioMixer _audioMixer;
// Screen backdrop: a permanent live capture (desktop/game) that every scene // Screen backdrop: a permanent live capture (desktop/game) that every scene
// shows at the bottom layer. One shared capture session per key — the // shows at the bottom layer. One shared capture session per key — the
// ScreenCaptureManager refcounts by key, mirroring CameraManager. // ScreenCaptureManager refcounts by key, mirroring CameraManager.
@@ -832,6 +839,12 @@ public class MainViewModel : ViewModelBase
_microphoneEnumerator = new WinRtMicrophoneEnumerator(); _microphoneEnumerator = new WinRtMicrophoneEnumerator();
_audioMixer = new AudioMixer(
new WasapiMicAudioSource(() => MicSourceName),
new WasapiLoopbackAudioSource(),
message => AppLog.Write(message));
_audioMixer.MicLevelChanged += OnMicLevelChanged;
_fullScreenDetector = new Win32FullScreenDetector(); _fullScreenDetector = new Win32FullScreenDetector();
foreach (var display in _fullScreenDetector.GetDisplays()) foreach (var display in _fullScreenDetector.GetDisplays())
Displays.Add(display); Displays.Add(display);
@@ -1725,6 +1738,7 @@ public class MainViewModel : ViewModelBase
? "ytLlive" ? "ytLlive"
: $"{dialog.StreamTitle} — ytLlive"; : $"{dialog.StreamTitle} — ytLlive";
StreamStatus = StreamStatus.Streaming; StreamStatus = StreamStatus.Streaming;
_audioMixer.Start();
} }
} }
@@ -1732,6 +1746,7 @@ public class MainViewModel : ViewModelBase
{ {
StreamStatus = StreamStatus.Offline; StreamStatus = StreamStatus.Offline;
WindowTitle = "ytLlive"; WindowTitle = "ytLlive";
_audioMixer.Stop();
// Graceful end completes the session = signs out (the DPAPI token is // Graceful end completes the session = signs out (the DPAPI token is
// cleared so the next Start Stream requires a fresh sign-in). A crash // cleared so the next Start Stream requires a fresh sign-in). A crash
// never runs this, so the token survives and the creator stays signed in. // never runs this, so the token survives and the creator stays signed in.
@@ -1742,6 +1757,17 @@ public class MainViewModel : ViewModelBase
AppLog.Write("Stream ended; session signed out"); AppLog.Write("Stream ended; session signed out");
} }
private void OnMicLevelChanged(float level)
{
// NAudio raises on its capture thread; marshal to the UI thread so the
// meter binding updates safely.
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher != null && !dispatcher.CheckAccess())
dispatcher.BeginInvoke(() => AudioLevel = level);
else
AudioLevel = level;
}
private void UpdateLiveVisuals() private void UpdateLiveVisuals()
{ {
var live = IsLive; var live = IsLive;
+30 -2
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@@ -91,7 +91,7 @@ C# / WPF (.NET 8) following MVVM:
|------|------| |------|------|
| `Models/` | Plain data types — Scene, Source (incl. `ClipShape`, `IsMirrored`, `VideoImageSource`), QualityOption, StreamConfig, StreamHealth, YouTubeChannel, ChatMessage, **Socials (`SocialService` enum + `SocialEntry`/`SocialsConfig` + `SocialServiceIcons`) — the social bar** | | `Models/` | Plain data types — Scene, Source (incl. `ClipShape`, `IsMirrored`, `VideoImageSource`), QualityOption, StreamConfig, StreamHealth, YouTubeChannel, ChatMessage, **Socials (`SocialService` enum + `SocialEntry`/`SocialsConfig` + `SocialServiceIcons`) — the social bar** |
| `ViewModels/` | MainViewModel — exposes collections + commands for the UI; GoLiveViewModel, ReuseImageViewModel, CameraPickerViewModel, **SocialsDialogViewModel** | | `ViewModels/` | MainViewModel — exposes collections + commands for the UI; GoLiveViewModel, ReuseImageViewModel, CameraPickerViewModel, **SocialsDialogViewModel** |
| `Services/` | YouTube OAuth2, stream/broadcast management, live chat polling, LayoutStore (SQLite), **SocialValidator (`ISocialValidator` seam + `HttpSocialValidator` default)**, **webcam: `VideoFrame` seam + `CameraDeviceInfo`/`ICameraEnumerator`/`ICameraFrameSource` interfaces + `MediaCaptureCameraEnumerator`/`MediaCaptureFrameSource` (WinRT) + `CameraManager`**, **screen capture: `IFullScreenDetector`/`Win32FullScreenDetector` + `IScreenCaptureSource`/`ScreenCaptureFrameSource` (WinRT GraphicsCapture) + `ScreenCaptureManager` + `ScreenCaptureSourceFactory` + `Direct3D11Helper`/`CaptureInterop` (COM bridges)** | | `Services/` | YouTube OAuth2, stream/broadcast management, live chat polling, LayoutStore (SQLite), **SocialValidator (`ISocialValidator` seam + `HttpSocialValidator` default)**, **webcam: `VideoFrame` seam + `CameraDeviceInfo`/`ICameraEnumerator`/`ICameraFrameSource` interfaces + `MediaCaptureCameraEnumerator`/`MediaCaptureFrameSource` (WinRT) + `CameraManager`**, **screen capture: `IFullScreenDetector`/`Win32FullScreenDetector` + `IScreenCaptureSource`/`ScreenCaptureFrameSource` (WinRT GraphicsCapture) + `ScreenCaptureManager` + `ScreenCaptureSourceFactory` + `Direct3D11Helper`/`CaptureInterop` (COM bridges)**, **audio: `IAudioSource` seam + `WasapiLoopbackAudioSource`/`WasapiMicAudioSource` (NAudio WASAPI) + `AudioMixer` + pure `AudioLevelMeter`/`WaveToFloat` (see "Live audio capture")** |
| `Helpers/` | ViewModelBase (INotifyPropertyChanged), RelayCommand, ImageCache, AppLog (file logger), FocusPreservingListBox, OAuthCredentials, **TokenStore (DPAPI session persistence)**, visibility converters | | `Helpers/` | ViewModelBase (INotifyPropertyChanged), RelayCommand, ImageCache, AppLog (file logger), FocusPreservingListBox, OAuthCredentials, **TokenStore (DPAPI session persistence)**, visibility converters |
| `Themes/` | `Controls.xaml` — the single dark-theme source, merged once in `App.xaml` (see `Themes/index.md`) | | `Themes/` | `Controls.xaml` — the single dark-theme source, merged once in `App.xaml` (see `Themes/index.md`) |
| `MainWindow.xaml` | Dark theme; layout: top bar (controls), center (preview), left (scenes/sources), right (chat), bottom (health) | | `MainWindow.xaml` | Dark theme; layout: top bar (controls), center (preview), left (scenes/sources), right (chat), bottom (health) |
@@ -114,7 +114,7 @@ C# / WPF (.NET 8) following MVVM:
- `Helpers/OAuthCredentials.cs` contains the real ClientId/ClientSecret. Auth is complete and the session **persists via Windows DPAPI** (`Helpers/TokenStore.cs``%APPDATA%\ytLlive\ytLlive.auth`, CurrentUser scope), reloaded best-effort at startup with a proactive refresh of a near-expiry access token. Sign-in/Change Account lives **inside the Start Stream dialog** (two-state flow — no separate Connect button). A **graceful End Livestream signs out**: `StopStream()` clears the session + token, so the next go-live needs a fresh sign-in; a crash never runs End, so the token survives and the creator stays signed in. `YouTubeAuthService` takes an optional `HttpClient` + `sessionChanged` callback (test seam + save hook; services are still constructed in `MainViewModel`) - `Helpers/OAuthCredentials.cs` contains the real ClientId/ClientSecret. Auth is complete and the session **persists via Windows DPAPI** (`Helpers/TokenStore.cs``%APPDATA%\ytLlive\ytLlive.auth`, CurrentUser scope), reloaded best-effort at startup with a proactive refresh of a near-expiry access token. Sign-in/Change Account lives **inside the Start Stream dialog** (two-state flow — no separate Connect button). A **graceful End Livestream signs out**: `StopStream()` clears the session + token, so the next go-live needs a fresh sign-in; a crash never runs End, so the token survives and the creator stays signed in. `YouTubeAuthService` takes an optional `HttpClient` + `sessionChanged` callback (test seam + save hook; services are still constructed in `MainViewModel`)
- Scene/source/asset layout + the social bar persist (SQLite, schema v8); the OAuth session persists (DPAPI); the paid-unlock state does not (yet — itch.io key verification pending) - Scene/source/asset layout + the social bar persist (SQLite, schema v8); the OAuth session persists (DPAPI); the paid-unlock state does not (yet — itch.io key verification pending)
- `YouTubeStreamService` uses hardcoded `1080p`/`60fps` and per-broadcast streams — must switch to the v3 `variable` reusable stream - `YouTubeStreamService` uses hardcoded `1080p`/`60fps` and per-broadcast streams — must switch to the v3 `variable` reusable stream
- Webcam capture is shipped (milestone 1); the live desktop/game backdrop is shipped (ship task #1); **the output compositor (TASK 4 ship step 1) is SHIPPED**, **the FFmpeg locator (TASK 4 ship step 2) is SHIPPED**, **the encoder + RTMP push (TASK 4 ship step 3) is SHIPPED** — full plan in `TASKS.md`; WASAPI audio capture and the frame-pipeline wiring follow (each its own PR) - Webcam capture is shipped (milestone 1); the live desktop/game backdrop is shipped (ship task #1); **the output compositor (TASK 4 ship step 1) is SHIPPED**, **the FFmpeg locator (TASK 4 ship step 2) is SHIPPED**, **the encoder + RTMP push (TASK 4 ship step 3) is SHIPPED**, **WASAPI audio capture (TASK 4 ship step 4) is SHIPPED** — full plan in `TASKS.md`; the frame-pipeline wiring follows (its own PR)
- `StreamConfig` defaults (`TargetBitrate=6000`, `Resolution="1920x1080"`) are stale — the live dropdown drives `StreamHealth.CurrentBitrate`/`FPS` instead - `StreamConfig` defaults (`TargetBitrate=6000`, `Resolution="1920x1080"`) are stale — the live dropdown drives `StreamHealth.CurrentBitrate`/`FPS` instead
### Screen backdrop capture (TASK 3 ship task #1) ### Screen backdrop capture (TASK 3 ship task #1)
@@ -354,6 +354,34 @@ NVENC → QSV → AMF → OpenH264 fallback, **never libx264** (GPL; see Licensi
forces one and skips the probe. `EncoderOptions` also carries W×H/FPS/bitrate from the quality tier and forces one and skips the probe. `EncoderOptions` also carries W×H/FPS/bitrate from the quality tier and
`GopSize` = FPS×4. Not yet constructed by the app — the frame-pipeline wiring (ship step 5) owns it. `GopSize` = FPS×4. Not yet constructed by the app — the frame-pipeline wiring (ship step 5) owns it.
### Live audio capture (TASK 4 ship step 4 — shipped 2026-08-12, plan in TASKS.md)
**Capture runs only while live and is KISS by rule**: desktop/game audio is automatic (WASAPI loopback,
zero UI), the mic is the creator's only audio control (meter/mute/volume already shipped). The whole
layer sits behind an **`IAudioSource` seam** (`Services/Audio/`: `Start`/`Stop`/`SampleReady`/`Failed`,
IDisposable) so the app never touches NAudio directly and tests inject hermetic fakes (no devices, no
timers).
- **Sources (NAudio `NAudio.Wasapi` 2.2.1, MIT — item 9 in `THIRD-PARTY-NOTICES.txt`):**
`WasapiLoopbackAudioSource` = `WasapiLoopbackCapture` on the default render device;
`WasapiMicAudioSource` = `WasapiCapture` with the device resolved by `FriendlyName` matching
`MicSourceName` (the app only persists the **DisplayName**), falling back to the default capture
endpoint. Mic device resolution re-reads the name provider `Func<string?>` at each `Start`, so a mic
picked mid-session takes effect next go-live.
- **`AudioMixer`** owns both sources; `Start`/`Stop` follow go-live (`MainViewModel.BeginGoLive` success
→ `_audioMixer.Start()`, `StopStream` → `Stop()`). Mic samples feed a pure **`AudioLevelMeter`** (RMS
with 0.2 exponential smoothing) → `MicLevelChanged` → marshalled to the UI thread → `AudioLevel`.
Desktop samples are currently **dropped** — the future encoder's AAC mix (ship step 5) consumes them,
replacing the `-f lavfi -i anullsrc` placeholder. Failures log via `AppLog`; a mic failure zeroes the
meter, a loopback failure never kills the mic.
- **`WaveToFloat`** (pure, shared): WASAPI mix formats → interleaved float — IEEE float 32-bit direct,
PCM 16-bit normalized to -1..1, `WaveFormatExtensible` with the IEEE-float subformat GUID
(`NAudio.Dmo.AudioMediaSubtypes.MEDIASUBTYPE_IEEE_FLOAT`), trailing partial samples ignored.
- `FfmpegEncoder.cs:139` pre-existing CS8602 fixed (`process!`) — build **0 warnings**; **139 passing**.
**Deferred:** loopback→encoder mix wiring and the encoder construction (ship step 5); capture while not
live is deliberately not shipped (privacy indicator otherwise).
### Social bar (TASK 14 — shipped 2026-08-12, plan in TASKS.md) ### Social bar (TASK 14 — shipped 2026-08-12, plan in TASKS.md)
A **global bar layer** (never a Source, no sources-list row) that sits over the bottom or top of the A **global bar layer** (never a Source, no sources-list row) that sits over the bottom or top of the
+280
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@@ -0,0 +1,280 @@
using NAudio.Wave;
using Xunit;
using ytLive.Services.Audio;
namespace ytLive.Tests;
/// <summary>
/// TASK 4 ship step 4: WASAPI audio capture behind the <see cref="IAudioSource"/>
/// seam. The units pin down the pure pieces — byte→float conversion, the level
/// meter math, and the mixer lifecycle/forwarding against fakes. No real audio
/// devices (NAudio device resolution is a thin wrapper left to a manual smoke
/// test), no timers.
/// </summary>
public class AudioMixerTests
{
private sealed class FakeSource : IAudioSource
{
public int StartCount { get; private set; }
public int StopCount { get; private set; }
public bool Disposed { get; private set; }
public event Action<AudioSample>? SampleReady;
public event Action<Exception>? Failed;
public void Start() => StartCount++;
public void Stop() => StopCount++;
public void Dispose() => Disposed = true;
public void Emit(AudioSample sample) => SampleReady?.Invoke(sample);
public void Fail(Exception ex) => Failed?.Invoke(ex);
}
[Fact]
public void Start_StartsBothSources()
{
var mic = new FakeSource();
var loopback = new FakeSource();
var mixer = new AudioMixer(mic, loopback);
mixer.Start();
Assert.Equal(1, mic.StartCount);
Assert.Equal(1, loopback.StartCount);
}
[Fact]
public void Start_IsIdempotent()
{
var mic = new FakeSource();
var mixer = new AudioMixer(mic, new FakeSource());
mixer.Start();
mixer.Start();
Assert.Equal(1, mic.StartCount);
}
[Fact]
public void Stop_StopsBothAndResetsLevel()
{
var mic = new FakeSource();
var loopback = new FakeSource();
var mixer = new AudioMixer(mic, loopback);
mixer.Start();
mic.Emit(new AudioSample(new[] { 0.8f }, 48000, 1));
var last = -1f;
mixer.MicLevelChanged += l => last = l;
mixer.Stop();
Assert.Equal(1, mic.StopCount);
Assert.Equal(1, loopback.StopCount);
Assert.Equal(0f, last);
Assert.Equal(0f, mixer.MicLevel);
}
[Fact]
public void Stop_WithNoStart_DoesNothing()
{
var mic = new FakeSource();
var mixer = new AudioMixer(mic, new FakeSource());
mixer.Stop();
Assert.Equal(0, mic.StopCount);
}
[Fact]
public void MicSamples_DriveMicLevelChanged()
{
var mic = new FakeSource();
var mixer = new AudioMixer(mic, new FakeSource());
var levels = new List<float>();
mixer.MicLevelChanged += l => levels.Add(l);
mixer.Start();
mic.Emit(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 1));
mic.Emit(new AudioSample(new[] { -1f, -1f, -1f, -1f }, 48000, 1));
Assert.NotEmpty(levels);
Assert.All(levels, l => Assert.InRange(l, 0f, 1f));
}
[Fact]
public void LoopbackSamples_DoNotChangeMicLevel()
{
var loopback = new FakeSource();
var mixer = new AudioMixer(new FakeSource(), loopback);
var levels = new List<float>();
mixer.MicLevelChanged += l => levels.Add(l);
mixer.Start();
loopback.Emit(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 2));
Assert.Empty(levels);
Assert.Equal(0f, mixer.MicLevel);
}
[Fact]
public void MicFailure_LogsAndResetsLevel()
{
var mic = new FakeSource();
var logs = new List<string>();
var mixer = new AudioMixer(mic, new FakeSource(), m => logs.Add(m));
mixer.Start();
mic.Emit(new AudioSample(new[] { 0.5f }, 48000, 1));
var last = -1f;
mixer.MicLevelChanged += l => last = l;
mic.Fail(new InvalidOperationException("boom"));
Assert.Contains(logs, l => l.Contains("boom"));
Assert.Equal(0f, last);
}
[Fact]
public void LoopbackFailure_LogsButKeepsMic()
{
var loopback = new FakeSource();
var logs = new List<string>();
var mixer = new AudioMixer(new FakeSource(), loopback, m => logs.Add(m));
mixer.Start();
var last = -1f;
mixer.MicLevelChanged += l => last = l;
loopback.Fail(new InvalidOperationException("boom"));
Assert.Contains(logs, l => l.Contains("boom"));
Assert.Equal(-1f, last);
}
[Fact]
public void Dispose_StopsAndDisposesSources()
{
var mic = new FakeSource();
var loopback = new FakeSource();
var mixer = new AudioMixer(mic, loopback);
mixer.Start();
mixer.Dispose();
Assert.True(mic.Disposed);
Assert.True(loopback.Disposed);
Assert.Equal(1, mic.StopCount);
}
[Fact]
public void Dispose_UnsubscribesEvents()
{
var mic = new FakeSource();
var loopback = new FakeSource();
var mixer = new AudioMixer(mic, loopback);
mixer.Dispose();
var levels = new List<float>();
mixer.MicLevelChanged += l => levels.Add(l);
mic.Emit(new AudioSample(new[] { 1f }, 48000, 1));
Assert.Empty(levels);
}
}
public class AudioLevelMeterTests
{
[Fact]
public void ConstantSine_ConvergesToRms()
{
var meter = new AudioLevelMeter();
var sample = new AudioSample(new[] { 0.5f, -0.5f, 0.5f, -0.5f }, 48000, 1);
float level = 0;
for (var i = 0; i < 30; i++)
level = meter.Push(sample);
Assert.InRange(level, 0.45f, 0.55f);
}
[Fact]
public void Silence_DrivesTowardZero()
{
var meter = new AudioLevelMeter();
meter.Push(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 1));
var samples = new float[1024];
var sample = new AudioSample(samples, 48000, 1);
for (var i = 0; i < 50; i++)
meter.Push(sample);
Assert.Equal(0f, meter.Level, 3);
}
[Fact]
public void EmptySample_KeepsLevel()
{
var meter = new AudioLevelMeter();
meter.Push(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 1));
var before = meter.Level;
var level = meter.Push(new AudioSample(Array.Empty<float>(), 48000, 1));
Assert.Equal(before, level);
}
[Fact]
public void Reset_ZerosLevel()
{
var meter = new AudioLevelMeter();
meter.Push(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 1));
meter.Reset();
Assert.Equal(0f, meter.Level);
}
}
public class WaveToFloatTests
{
private static byte[] FloatSamples(params float[] values)
{
var bytes = new byte[values.Length * 4];
Buffer.BlockCopy(values, 0, bytes, 0, bytes.Length);
return bytes;
}
[Fact]
public void IeeeFloat32_PreservesValues()
{
var format = WaveFormat.CreateIeeeFloatWaveFormat(48000, 2);
var samples = WaveToFloat.Convert(FloatSamples(0.25f, -0.5f, 1f), 12, format);
Assert.Equal(3, samples.Length);
Assert.Equal(0.25f, samples[0], 4);
Assert.Equal(-0.5f, samples[1], 4);
Assert.Equal(1f, samples[2], 4);
}
[Fact]
public void Pcm16_NormalizesToUnitRange()
{
var format = WaveFormat.CreateCustomFormat(WaveFormatEncoding.Pcm, 48000, 1, 48000 * 2, 2, 16);
var bytes = new byte[] { 0x00, 0x00, 0xFF, 0x7F, 0x00, 0x80 };
var samples = WaveToFloat.Convert(bytes, 6, format);
Assert.Equal(3, samples.Length);
Assert.Equal(0f, samples[0], 4);
Assert.Equal(1f, samples[1], 4);
Assert.Equal(-1f, samples[2], 4);
}
[Fact]
public void TruncatedTrailingBytes_AreIgnored()
{
var format = WaveFormat.CreateIeeeFloatWaveFormat(48000, 2);
var bytes = new byte[] { 0, 0, 0x80, 0x3F, 1, 2, 3 }; // 1 float + 3 stray bytes
var samples = WaveToFloat.Convert(bytes, bytes.Length, format);
Assert.Single(samples);
Assert.Equal(1f, samples[0], 4);
}
}
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@@ -36,6 +36,7 @@
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.Data.Sqlite" Version="8.0.10"/> <PackageReference Include="Microsoft.Data.Sqlite" Version="8.0.10"/>
<PackageReference Include="NAudio.Wasapi" Version="2.2.1"/>
<PackageReference Include="SQLitePCLRaw.bundle_e_sqlite3" Version="2.1.12"/> <PackageReference Include="SQLitePCLRaw.bundle_e_sqlite3" Version="2.1.12"/>
<PackageReference Include="System.Security.Cryptography.ProtectedData" Version="8.0.0"/> <PackageReference Include="System.Security.Cryptography.ProtectedData" Version="8.0.0"/>
</ItemGroup> </ItemGroup>