TASK 4 audio follow-up: game audio bar + mic status dot + always-on capture — the footer's second audio control (desktop/game, a mirror of the mic bar: meter + mute + volume) appears only while a full-screen game is producing sound (IGameAudioDetector seam + GameAudioHysteresis: show ~500ms of fullscreen+sound, hide ~1s after leaving fullscreen, silence never hides an active bar; VM polls on a 250ms timer); capture now runs for the app's lifetime so both meters preview live (started at startup via StartMicCaptureAsync, disposed in Shutdown — no longer go-live driven); MIC label is a button with a status dot (Models/MicStatus: green via the source Started event, yellow = mic problem, red = no device); PickMicrophone swaps the live device immediately via AudioMixer.RestartMic; fixed a latent ?.Invoke(meter.Push(...)) short-circuit that skipped the meter update when nothing subscribed — 167 tests passing, 0 warnings
This commit is contained in:
+41
-25
@@ -7,41 +7,57 @@
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||||
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## Session state (last updated: 2026-08-13)
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- **Branch:** `main`. TASK 4 **ship step 5.5** is **committed and pushed** (`ac60a26`,
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"TASK 4 ship step 5.5: social bar bug fixes + bar on the live output").
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- **This session (follow-up):** the drag-snap from 5.5 failed in practice — it snapped
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up but wouldn't come back down (jitter around the deadzone, per the user). **Superseded
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by a click-toggle** (user decision, KISS): `MainWindow.SocialBar_MouseLeftButtonDown`
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→ `MainViewModel.ToggleSocialBarPosition()` flips the bar top ⇄ bottom; the bar rides
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`{Binding SocialBarTop}` alone; `SocialBarSnap` + its 2 tests removed. Build 0 warnings,
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**153 tests passing** (155 − 2 snap units). **Uncommitted:** this click-toggle change +
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its memory corrections (TASKS.md / ai.md / HANDOFF). Next action: commit + push.
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- **Verified:** 0 warnings; 153/153 tests pass.
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- **Branch:** `main`. The **game audio bar + mic status dot + always-on capture**
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work is **uncommitted** (see list below). The last committed+pushed baseline is
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`ea250c0` (social bar click-toggle).
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- **This session (audio UX follow-up):** per the creator's requests —
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1. The MIC label is now a **button with a status dot** (`Models/MicStatus`:
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green = capturing, yellow = requested mic problem, red = no device).
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2. **Mic capture runs for the app's lifetime** (started at startup via
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`StartMicCaptureAsync`, disposed in `Shutdown`; `BeginGoLive`/`StopStream`
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no longer start/stop the mixer) so both meters preview live.
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3. A **game audio bar** (desktop/game — meter + mute + volume, mirror of the
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mic bar) sits centered beneath the preview and appears only while a
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**full-screen game is producing sound** (decision: fullscreen + loopback
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sound; **silence never hides an active bar** — the creator's final rule).
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Show after ~500ms of fullscreen+sound, hide ~1s after leaving fullscreen.
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- **Uncommitted files:** `MainWindow.xaml`/`.cs`, `ViewModels/MainViewModel.cs`,
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`Services/Audio/{IAudioSource,WasapiMicAudioSource,WasapiLoopbackAudioSource,AudioMixer}.cs`,
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new `Models/MicStatus.cs`, new `Services/{IGameAudioDetector,GameAudioHysteresis,GameAudioDetector}.cs`,
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`ytLive.Tests/AudioMixerTests.cs`, new `GameAudioHysteresisTests.cs` +
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`GameAudioDetectorTests.cs`, memory docs (TASKS.md, ai.md, Services/index.md,
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ViewModels/index.md, Models/index.md, HANDOFF).
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- **Verified:** build 0 warnings, 0 errors; **167 tests passing** (full suite,
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after the final rebuild).
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- **Landmines:**
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- Never set a local `Canvas.SetTop` on the social bar — a local value permanently
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overrides `{Binding SocialBarTop}` (the `ClearValue` lesson from 5.5).
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- `AudioMixer` meter `Push` is unconditional **by design now**: `OnMicSample`/
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`OnLoopbackSample` compute the level first, then raise the event — a
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`?.Invoke(meter.Push(...))` short-circuit skipped the meter update when
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nothing was subscribed (found by `RestartMic_ResetsLevel`, fixed).
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- `MicConnected` comes from the source `Started` event, raised right after
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`StartRecording()` succeeds — tests must `MarkStarted()` the fake source
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before asserting connection state.
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- Zero mic devices at startup = red dot AND the mixer is never started, so
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loopback + the game bar can't run either (no capture at all) — acceptable.
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- The game detector is polled on the UI thread via a 250ms `DispatcherTimer`;
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`OnGameAudioPollTick` wraps `Poll()` in try/catch + `AppLog`.
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- The pump reads the active scene on a background thread while the UI can still
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edit it — a concurrent-mutation exception is contained (logged + `Failed` +
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the pump stops), not a crash. The background thread + video pipeline is the
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new reality since ship step 5.
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the pump stops), not a crash.
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- `StopAsync` must stop the encoder (closes stdin) **before** awaiting the pump
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loop — closing stdin unblocks a write stuck on pipe backpressure; the reverse
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order deadlocks.
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- `FramePump.IsRunning` must be set true before the loop starts (a completed-task
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delay can run the first iteration synchronously on the caller's thread).
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- `StartAsync` never throws; the VM fires-and-forgets it. `Failed` while live
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flips `StreamStatus.Error` (minimal — real health surfacing is ship step 6).
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- The heal runs off the UI thread and applies via the dispatcher; a config swap
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mid-heal (dialog Save) can orphan the healed values on the old entries — harmless
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(best-effort, re-healed next load).
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- Tests never instantiate `MainViewModel` directly except the round-clip
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integration test (a real `MainWindow`), which never goes live — keep it that way.
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- Sandbox can't reach outbound HTTPS — the subdomain-probe logic is verified via
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stub-handler tests only, not against the real `mastodon.llamachile.tube`.
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- **Next step:** commit + push the click-toggle follow-up. Then TASK 4 ship step 6 —
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health stats: bind `FramePump.HealthUpdated` (bitrate/FPS/duration) into the bottom
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bar. Nothing else queued — do not expand the task queue on your own. Optional, not
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queued: rewriting the healed entry's `ProfileUrl` to
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- Sandbox can't reach outbound HTTPS — `HttpSocialValidator` stub-handler tests
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only, never the real instance.
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- **Next step:** commit + push the audio UX follow-up (the whole uncommitted set
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above in one commit). Then TASK 4 ship step 6 — health stats: bind
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`FramePump.HealthUpdated` (bitrate/FPS/duration) into the bottom bar. Nothing
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else queued — do not expand the task queue on your own. Optional, not queued:
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rewriting the healed entry's `ProfileUrl` to
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`https://mastodon.llamachile.tube/@gramps` (user must say the word).
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- **Secret/DB/port facts live:** OAuth client id/secret in `Helpers/OAuthCredentials.cs`;
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+68
-8
@@ -795,13 +795,15 @@
|
||||
<Grid.RowDefinitions>
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||||
<RowDefinition Height="Auto"/>
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<RowDefinition Height="Auto"/>
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<RowDefinition Height="Auto"/>
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</Grid.RowDefinitions>
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<!-- Line 1: Social controls on the LEFT (under scenes/sources),
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sound meter + volume control CENTERED beneath the preview panel.
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Audio is KISS: desktop/game audio is automatic ("it just is" —
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WASAPI loopback at unity, zero UI); the creator's only audio
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control is the mic — meter, volume, mute. -->
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Audio is KISS: desktop/game audio is automatic (WASAPI loopback
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at unity); the creator's controls are the two meters — the mic
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(always visible, with its status dot) and the game bar (appears
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only while a full-screen game is producing sound). -->
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<Grid Grid.Row="0">
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||||
<Grid.ColumnDefinitions>
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<ColumnDefinition Width="220"/>
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@@ -824,13 +826,19 @@
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</Button>
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</StackPanel>
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<!-- Meter + volume: centered under the preview panel -->
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<!-- Mic meter + volume: centered under the preview panel -->
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<StackPanel Grid.Column="1" Orientation="Horizontal"
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HorizontalAlignment="Center" VerticalAlignment="Center">
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<TextBlock Text="MIC" Foreground="#a0a0b0" FontSize="11" FontWeight="SemiBold"
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VerticalAlignment="Center" Margin="0,0,8,0" Cursor="Hand"
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ToolTip="Choose the microphone (voice source)"
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MouseLeftButtonUp="MicLabel_MouseLeftButtonUp"/>
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<Button Command="{Binding OpenMicPickerCommand}"
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Style="{StaticResource YtButtonSecondary}" Padding="12,4"
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FontSize="11" VerticalAlignment="Center" Margin="0,0,8,0"
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ToolTip="{Binding MicStatusToolTip}">
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||||
<StackPanel Orientation="Horizontal">
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||||
<Ellipse Width="8" Height="8" Fill="{Binding MicStatusBrush}"
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Margin="0,0,6,0" VerticalAlignment="Center"/>
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<TextBlock Text="MIC"/>
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</StackPanel>
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</Button>
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<!-- Sound meter: muted track with a ruler scale, zone tints at
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the yellow (60%) and red (80%) starts. READ-ONLY realtime
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level display (fill = live level scaled by volume). -->
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@@ -943,6 +951,58 @@
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</Button>
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</StackPanel>
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</Grid>
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<!-- Line 3: game/desktop audio — meter + volume + mute, centered
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beneath the preview (a mirror of the mic bar). Appears only
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while a full-screen game is producing sound (the game audio
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detector); desktop audio itself is automatic WASAPI loopback. -->
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<StackPanel Grid.Row="2" Orientation="Horizontal" Margin="0,6,0,0"
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HorizontalAlignment="Center" VerticalAlignment="Center"
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Visibility="{Binding IsGameAudioBarVisible, Converter={StaticResource BoolToVis}}">
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||||
<TextBlock Text="Game Audio Capture" Foreground="#a0a0b0" FontSize="11"
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FontWeight="SemiBold" VerticalAlignment="Center" Margin="0,0,8,0"
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ToolTip="Desktop/game audio via WASAPI loopback (automatic)"/>
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<Border Width="288" Height="14" CornerRadius="7" Background="#3a3b52" Margin="0,0,8,0"
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ClipToBounds="True" VerticalAlignment="Center">
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<Grid>
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<Rectangle Width="57" Fill="#4a4520" HorizontalAlignment="Left" Margin="173,0,0,0"
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||||
VerticalAlignment="Stretch"/>
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||||
<Rectangle Width="58" Fill="#4a2222" HorizontalAlignment="Left" Margin="230,0,0,0"
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VerticalAlignment="Stretch"/>
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<Border HorizontalAlignment="Left" Width="{Binding GameMeterFillWidth}"
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Background="{Binding GameMeterBrush}" Opacity="0.75"/>
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<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="36,0,0,0"/>
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||||
<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="72,0,0,0"/>
|
||||
<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="108,0,0,0"/>
|
||||
<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="144,0,0,0"/>
|
||||
<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="180,0,0,0"/>
|
||||
<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="216,0,0,0"/>
|
||||
<Rectangle Width="1" Height="10" Fill="#26000000" VerticalAlignment="Center" HorizontalAlignment="Left" Margin="252,0,0,0"/>
|
||||
<Rectangle Width="2" Fill="#00000080" HorizontalAlignment="Left" Margin="173,0,0,0"
|
||||
VerticalAlignment="Stretch"/>
|
||||
<Rectangle Width="2" Fill="#00000080" HorizontalAlignment="Left" Margin="230,0,0,0"
|
||||
VerticalAlignment="Stretch"/>
|
||||
</Grid>
|
||||
</Border>
|
||||
<Grid Width="16" Height="16" Cursor="Hand" Margin="0,0,8,0"
|
||||
VerticalAlignment="Center" ToolTip="{Binding GameMuteText}"
|
||||
MouseLeftButtonUp="GameSpeaker_MouseLeftButtonUp">
|
||||
<Path Fill="#d0d0d0" Stretch="Uniform"
|
||||
Data="M3,9v6h4l5,5V4L7,9H3zM16.5,12c0,-1.77 -1,-3.29 -2.5,-4.03v8.05c1.5,-0.73 2.5,-2.25 2.5,-4.02zM14,3.23v2.06c2.89,0.86 5,3.54 5,6.71s-2.11,5.85 -5,6.71v2.06c4.01,-0.91 7,-4.49 7,-8.77s-2.99,-7.86 -7,-8.77z"
|
||||
Visibility="{Binding GameMuted, Converter={StaticResource InverseBoolToVis}}"/>
|
||||
<Path Fill="#ef4444" Stretch="Uniform"
|
||||
Data="M3,9v6h4l5,5V4L7,9H3zM16.5,12c0,-1.77 -1,-3.29 -2.5,-4.03v8.05c1.5,-0.73 2.5,-2.25 2.5,-4.02zM14,3.23v2.06c2.89,0.86 5,3.54 5,6.71s-2.11,5.85 -5,6.71v2.06c4.01,-0.91 7,-4.49 7,-8.77s-2.99,-7.86 -7,-8.77z"
|
||||
Visibility="{Binding GameMuted, Converter={StaticResource BoolToVis}}"/>
|
||||
<Path Stroke="#ef4444" StrokeThickness="2.5" StrokeEndLineCap="Round" Stretch="Uniform"
|
||||
Data="M21,3 L3,21"
|
||||
Visibility="{Binding GameMuted, Converter={StaticResource BoolToVis}}"/>
|
||||
</Grid>
|
||||
<Slider Width="130" Minimum="0" Maximum="1"
|
||||
Value="{Binding GameAudioVolume, Mode=TwoWay}" VerticalAlignment="Center"
|
||||
PreviewMouseLeftButtonDown="GameVolumeSlider_PreviewMouseLeftButtonDown"
|
||||
PreviewMouseLeftButtonUp="GameVolumeSlider_PreviewMouseLeftButtonUp"
|
||||
LostMouseCapture="GameVolumeSlider_LostMouseCapture"/>
|
||||
</StackPanel>
|
||||
</Grid>
|
||||
</Border>
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||||
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||||
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+26
-6
@@ -83,12 +83,6 @@ public partial class MainWindow : Window
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}
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||||
}
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||||
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||||
private void MicLabel_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
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{
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if (sender is FrameworkElement { DataContext: MainViewModel vm })
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vm.OpenMicPickerCommand.Execute(null);
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||||
}
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||||
|
||||
private void VolumeSlider_PreviewMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
|
||||
{
|
||||
if (sender is FrameworkElement { DataContext: MainViewModel vm })
|
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@@ -107,6 +101,24 @@ public partial class MainWindow : Window
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vm.SetVolumeAdjusting(false);
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||||
}
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||||
|
||||
private void GameVolumeSlider_PreviewMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
|
||||
{
|
||||
if (sender is FrameworkElement { DataContext: MainViewModel vm })
|
||||
vm.SetGameVolumeAdjusting(true);
|
||||
}
|
||||
|
||||
private void GameVolumeSlider_PreviewMouseLeftButtonUp(object sender, MouseButtonEventArgs e)
|
||||
{
|
||||
if (sender is FrameworkElement { DataContext: MainViewModel vm })
|
||||
vm.SetGameVolumeAdjusting(false);
|
||||
}
|
||||
|
||||
private void GameVolumeSlider_LostMouseCapture(object sender, MouseEventArgs e)
|
||||
{
|
||||
if (sender is FrameworkElement { DataContext: MainViewModel vm })
|
||||
vm.SetGameVolumeAdjusting(false);
|
||||
}
|
||||
|
||||
private void MicSpeaker_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
|
||||
{
|
||||
if (sender is FrameworkElement { DataContext: MainViewModel vm })
|
||||
@@ -115,6 +127,14 @@ public partial class MainWindow : Window
|
||||
}
|
||||
}
|
||||
|
||||
private void GameSpeaker_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
|
||||
{
|
||||
if (sender is FrameworkElement { DataContext: MainViewModel vm })
|
||||
{
|
||||
vm.ToggleGameMuteCommand.Execute(null);
|
||||
}
|
||||
}
|
||||
|
||||
private void GearButton_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
if (sender is Button { ContextMenu: { } menu } button)
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
namespace ytLive.Models;
|
||||
|
||||
/// <summary>Footer mic indicator state (the dot beside the MIC button):
|
||||
/// <see cref="Connected"/> = mic capture is running; <see cref="Problem"/> = a
|
||||
/// mic was requested but the connection failed (device in use, unplugged, or
|
||||
/// unavailable); <see cref="NotConnected"/> = no capture is active (e.g. no
|
||||
/// mic device present).</summary>
|
||||
public enum MicStatus
|
||||
{
|
||||
NotConnected,
|
||||
Connected,
|
||||
Problem
|
||||
}
|
||||
@@ -13,6 +13,7 @@ Plain data types. No logic beyond what a property can carry. See
|
||||
| `WebcamSceneConfig.cs` | Per-scene webcam placement (subclass of `SceneElement`): geometry + `IsVisible` + border (`BorderColor`/`BorderOpacity`/`BorderWidth`/`BorderAnimation`) + `VideoImageSource`; `WebcamId` links to `Webcam` |
|
||||
| `QualityOption.cs` | Resolution tier record `(Display, Fps, Bitrate, Width, Height)`; `Label` formats as `1080p60 (8Mbps)` — drives the bottom-bar dropdown and the output-rect math |
|
||||
| `StreamConfig.cs` | `StreamConfig` (note: `TargetBitrate`/`Resolution` defaults are stale — not yet wired to the dropdown), `StreamHealth` (bitrate/FPS/dropped/duration), `StreamStatus` enum |
|
||||
| `MicStatus.cs` | Footer mic indicator: `NotConnected` / `Connected` / `Problem` — the state behind the MIC button's status dot (red = no device/capture off, green = capturing, yellow = a requested mic failed: in use/unplugged) |
|
||||
| `YouTube.cs` | `YouTubeChannel` and `ChatMessage` (chat feed) |
|
||||
| `Socials.cs` | **Social bar** (global layer, never a Source): `SocialService` enum (YouTube/Twitch/X/Instagram/TikTok/Facebook/Discord/Kick/Threads/Bluesky/GitHub/LinkedIn/Pinterest/Snapchat/Reddit/WhatsApp/Telegram/Link/Website/**Fediverse**), `SocialEntry` (Service/Handle/ProfileUrl/`FediverseSoftware`), `SocialsConfig` (Entries + `BarPosition` Top/Bottom + `BarEnabled` on/off — `BarJustify` dropped, column back-compat), `SocialServiceIcons` (canonical URL builder + `DetectService` (URL domain / fediverse `@user@domain` → **Fediverse** / bare→Website) + bundled SVG logo path data per service (`LogoDataFor`) + `LogoDataForFediverse(software)` mapping nodeinfo software names (mastodon/peertube/pixelfed/misskey/lemmy/pleroma/firefish) to logos with a generic fediverse glyph fallback (`FediverseIconData`) + `LockedIconData`/`DoNotIconData` — initials/colors gone) |
|
||||
|
||||
|
||||
@@ -4,15 +4,18 @@ 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).
|
||||
/// the footer meters. Capture runs for the app's lifetime (started once at
|
||||
/// startup, stopped on shutdown) so both bars stay live in preview: mic samples
|
||||
/// are level-metered and forwarded, loopback samples feed the game bar's meter.
|
||||
/// The mixer surfaces mic connection state (Connected/Failed) for the status
|
||||
/// dot and can restart the mic source mid-session when a device is re-picked.
|
||||
/// </summary>
|
||||
public sealed class AudioMixer : IDisposable
|
||||
{
|
||||
private readonly IAudioSource _mic;
|
||||
private readonly IAudioSource _loopback;
|
||||
private readonly AudioLevelMeter _meter;
|
||||
private readonly AudioLevelMeter _loopbackMeter;
|
||||
private readonly Action<string>? _log;
|
||||
private bool _started;
|
||||
|
||||
@@ -21,8 +24,10 @@ public sealed class AudioMixer : IDisposable
|
||||
_mic = mic;
|
||||
_loopback = loopback;
|
||||
_meter = new AudioLevelMeter();
|
||||
_loopbackMeter = new AudioLevelMeter();
|
||||
_log = log;
|
||||
|
||||
_mic.Started += OnMicStarted;
|
||||
_mic.SampleReady += OnMicSample;
|
||||
_loopback.SampleReady += OnLoopbackSample;
|
||||
_mic.Failed += OnMicFailed;
|
||||
@@ -32,9 +37,21 @@ public sealed class AudioMixer : IDisposable
|
||||
/// <summary>Current smoothed mic level (0..1).</summary>
|
||||
public float MicLevel => _meter.Level;
|
||||
|
||||
/// <summary>Current smoothed desktop/game level (0..1).</summary>
|
||||
public float LoopbackLevel => _loopbackMeter.Level;
|
||||
|
||||
/// <summary>Raised whenever the smoothed mic level changes.</summary>
|
||||
public event Action<float>? MicLevelChanged;
|
||||
|
||||
/// <summary>Raised whenever the smoothed desktop/game level changes.</summary>
|
||||
public event Action<float>? LoopbackLevelChanged;
|
||||
|
||||
/// <summary>Raised when the mic capture comes up (the status dot goes green).</summary>
|
||||
public event Action? MicConnected;
|
||||
|
||||
/// <summary>Raised when the mic capture fails or dies (the status dot goes yellow).</summary>
|
||||
public event Action<Exception>? MicFailed;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (_started)
|
||||
@@ -46,6 +63,17 @@ public sealed class AudioMixer : IDisposable
|
||||
_mic.Start();
|
||||
}
|
||||
|
||||
/// <summary>Swaps the mic source without touching loopback — used when the
|
||||
/// creator picks a different device mid-session. The level resets and the
|
||||
/// new source raises <see cref="MicConnected"/> or <see cref="MicFailed"/>.</summary>
|
||||
public void RestartMic()
|
||||
{
|
||||
_mic.Stop();
|
||||
_meter.Reset();
|
||||
MicLevelChanged?.Invoke(0);
|
||||
_mic.Start();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
if (!_started)
|
||||
@@ -55,12 +83,15 @@ public sealed class AudioMixer : IDisposable
|
||||
_mic.Stop();
|
||||
_loopback.Stop();
|
||||
_meter.Reset();
|
||||
_loopbackMeter.Reset();
|
||||
MicLevelChanged?.Invoke(0);
|
||||
LoopbackLevelChanged?.Invoke(0);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Stop();
|
||||
_mic.Started -= OnMicStarted;
|
||||
_mic.SampleReady -= OnMicSample;
|
||||
_loopback.SampleReady -= OnLoopbackSample;
|
||||
_mic.Failed -= OnMicFailed;
|
||||
@@ -69,20 +100,30 @@ public sealed class AudioMixer : IDisposable
|
||||
_loopback.Dispose();
|
||||
}
|
||||
|
||||
private void OnMicStarted()
|
||||
{
|
||||
MicConnected?.Invoke();
|
||||
}
|
||||
|
||||
private void OnMicSample(AudioSample sample)
|
||||
{
|
||||
MicLevelChanged?.Invoke(_meter.Push(sample));
|
||||
// Push unconditionally: the ?. on the event would otherwise skip the
|
||||
// argument (and the meter update) when nothing is subscribed yet.
|
||||
var level = _meter.Push(sample);
|
||||
MicLevelChanged?.Invoke(level);
|
||||
}
|
||||
|
||||
private void OnLoopbackSample(AudioSample sample)
|
||||
{
|
||||
// Desktop/game audio: captured for the future encoder mix; no UI yet.
|
||||
var level = _loopbackMeter.Push(sample);
|
||||
LoopbackLevelChanged?.Invoke(level);
|
||||
}
|
||||
|
||||
private void OnMicFailed(Exception ex)
|
||||
{
|
||||
_log?.Invoke($"Mic capture failed: {ex.Message}");
|
||||
MicLevelChanged?.Invoke(0);
|
||||
MicFailed?.Invoke(ex);
|
||||
}
|
||||
|
||||
private void OnLoopbackFailed(Exception ex)
|
||||
|
||||
@@ -2,9 +2,10 @@ 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.
|
||||
/// chunks. The default implementations wrap NAudio's WASAPI capture (mic) /
|
||||
/// loopback (desktop/game); the mixer and the tests consume this interface,
|
||||
/// never NAudio directly. Capture now runs for the app's lifetime so the
|
||||
/// footer meters stay live in preview — the mixer owns start/stop.
|
||||
/// </summary>
|
||||
public interface IAudioSource : IDisposable
|
||||
{
|
||||
@@ -14,6 +15,10 @@ public interface IAudioSource : IDisposable
|
||||
/// <summary>Stops capturing; a later Start begins a fresh session.</summary>
|
||||
void Stop();
|
||||
|
||||
/// <summary>Raises once capture is live (right after recording starts).
|
||||
/// Never raised when Start fails — <see cref="Failed"/> fires instead.</summary>
|
||||
event Action? Started;
|
||||
|
||||
/// <summary>Raises each captured chunk (interleaved PCM float, -1..1).</summary>
|
||||
event Action<AudioSample>? SampleReady;
|
||||
|
||||
|
||||
@@ -4,12 +4,14 @@ 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.
|
||||
/// loopback on the default render device. Runs for the app's lifetime so the
|
||||
/// game audio bar stays live in preview.
|
||||
/// </summary>
|
||||
public sealed class WasapiLoopbackAudioSource : IAudioSource
|
||||
{
|
||||
private WasapiLoopbackCapture? _capture;
|
||||
|
||||
public event Action? Started;
|
||||
public event Action<AudioSample>? SampleReady;
|
||||
public event Action<Exception>? Failed;
|
||||
|
||||
@@ -24,6 +26,7 @@ public sealed class WasapiLoopbackAudioSource : IAudioSource
|
||||
_capture.DataAvailable += OnDataAvailable;
|
||||
_capture.RecordingStopped += OnRecordingStopped;
|
||||
_capture.StartRecording();
|
||||
Started?.Invoke();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
||||
@@ -14,12 +14,14 @@ public sealed class WasapiMicAudioSource : IAudioSource
|
||||
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>
|
||||
/// at each Start so a device picked mid-session takes effect immediately
|
||||
/// (the mixer restarts the mic on pick).</param>
|
||||
public WasapiMicAudioSource(Func<string?> micNameProvider)
|
||||
{
|
||||
_micNameProvider = micNameProvider;
|
||||
}
|
||||
|
||||
public event Action? Started;
|
||||
public event Action<AudioSample>? SampleReady;
|
||||
public event Action<Exception>? Failed;
|
||||
|
||||
@@ -35,6 +37,7 @@ public sealed class WasapiMicAudioSource : IAudioSource
|
||||
_capture.DataAvailable += OnDataAvailable;
|
||||
_capture.RecordingStopped += OnRecordingStopped;
|
||||
_capture.StartRecording();
|
||||
Started?.Invoke();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
namespace ytLive.Services;
|
||||
|
||||
/// <summary>
|
||||
/// Default <see cref="IGameAudioDetector"/>: samples a full-screen monitor
|
||||
/// provider (the existing <c>IFullScreenDetector</c>) and the live loopback
|
||||
/// level and advances a <see cref="GameAudioHysteresis"/>. The pure transitions
|
||||
/// live in GameAudioHysteresis (unit-tested); this wrapper owns the providers
|
||||
/// and the raised-changed event. WPF-free — the VM owns the poll timer.
|
||||
/// </summary>
|
||||
public sealed class GameAudioDetector : IGameAudioDetector
|
||||
{
|
||||
private const float SoundFloor = 0.005f;
|
||||
|
||||
private readonly Func<int?> _foregroundFullScreenMonitorProvider;
|
||||
private readonly Func<float> _loopbackLevelProvider;
|
||||
private readonly Func<DateTime> _now;
|
||||
private readonly GameAudioHysteresis _hysteresis = new();
|
||||
|
||||
/// <param name="foregroundFullScreenMonitorProvider">Returns the monitor a
|
||||
/// full-screen foreground window covers, or null when windowed/none.</param>
|
||||
/// <param name="loopbackLevelProvider">Current smoothed desktop/game level (0..1).</param>
|
||||
/// <param name="now">Clock for the hysteresis windows; injectable for tests.</param>
|
||||
public GameAudioDetector(
|
||||
Func<int?> foregroundFullScreenMonitorProvider,
|
||||
Func<float> loopbackLevelProvider,
|
||||
Func<DateTime>? now = null)
|
||||
{
|
||||
_foregroundFullScreenMonitorProvider = foregroundFullScreenMonitorProvider;
|
||||
_loopbackLevelProvider = loopbackLevelProvider;
|
||||
_now = now ?? (() => DateTime.Now);
|
||||
}
|
||||
|
||||
public bool IsGameAudioActive => _hysteresis.IsActive;
|
||||
|
||||
public event Action<bool>? IsGameAudioActiveChanged;
|
||||
|
||||
public void Poll()
|
||||
{
|
||||
var before = _hysteresis.IsActive;
|
||||
var isFullScreen = _foregroundFullScreenMonitorProvider() != null;
|
||||
var hasSound = _loopbackLevelProvider() > SoundFloor;
|
||||
_hysteresis.Update(isFullScreen, hasSound, _now());
|
||||
if (before != _hysteresis.IsActive)
|
||||
IsGameAudioActiveChanged?.Invoke(_hysteresis.IsActive);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
namespace ytLive.Services;
|
||||
|
||||
/// <summary>
|
||||
/// Pure show/hide state machine for the game audio bar (TASK 4 game audio).
|
||||
/// SHOW: a full-screen foreground app has been producing desktop audio for at
|
||||
/// least <see cref="ShowAfterSound"/> — "a working game with sound". HIDE: the
|
||||
/// app leaves fullscreen/foreground for <see cref="HideAfterWindowed"/> — the
|
||||
/// game is no longer up in the preview. Silence NEVER hides an active bar; it
|
||||
/// only matters for the initial show. No timers; <see cref="Update"/> is fed by
|
||||
/// the caller with a clock.
|
||||
/// </summary>
|
||||
public sealed class GameAudioHysteresis
|
||||
{
|
||||
private readonly TimeSpan _showAfterSound = TimeSpan.FromMilliseconds(500);
|
||||
private readonly TimeSpan _hideAfterWindowed = TimeSpan.FromSeconds(1);
|
||||
|
||||
private DateTime? _soundSince;
|
||||
private DateTime? _windowedSince;
|
||||
|
||||
public bool IsActive { get; private set; }
|
||||
|
||||
public void Update(bool isFullScreen, bool hasSound, DateTime now)
|
||||
{
|
||||
if (isFullScreen)
|
||||
{
|
||||
_windowedSince = null;
|
||||
if (IsActive)
|
||||
return;
|
||||
|
||||
if (!hasSound)
|
||||
{
|
||||
_soundSince = null;
|
||||
return;
|
||||
}
|
||||
|
||||
_soundSince ??= now;
|
||||
if (now - _soundSince >= _showAfterSound)
|
||||
IsActive = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_soundSince = null;
|
||||
if (!IsActive)
|
||||
{
|
||||
_windowedSince = null;
|
||||
return;
|
||||
}
|
||||
|
||||
_windowedSince ??= now;
|
||||
if (now - _windowedSince >= _hideAfterWindowed)
|
||||
{
|
||||
IsActive = false;
|
||||
_windowedSince = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
namespace ytLive.Services;
|
||||
|
||||
/// <summary>
|
||||
/// Detects "a working game with sound is up in the preview" (TASK 4 game audio
|
||||
/// bar): becomes active once a full-screen foreground app is producing desktop
|
||||
/// audio, and stays active as long as that full-screen app remains — silence
|
||||
/// never hides the bar, only the game leaving fullscreen/foreground does. Seam
|
||||
/// so the VM and tests never touch Win32 or audio interop directly.
|
||||
/// </summary>
|
||||
public interface IGameAudioDetector
|
||||
{
|
||||
/// <summary>True while the game audio bar should be visible.</summary>
|
||||
bool IsGameAudioActive { get; }
|
||||
|
||||
/// <summary>Raised when the bar should appear or disappear.</summary>
|
||||
event Action<bool>? IsGameAudioActiveChanged;
|
||||
|
||||
/// <summary>Samples the injected providers and advances the state machine.</summary>
|
||||
void Poll();
|
||||
}
|
||||
+8
-5
@@ -44,13 +44,16 @@ External-facing logic: YouTube API, persistence. See
|
||||
| `Encoder/FfmpegEncoderPicker.cs` | Pure H.264 encoder picker from `-encoders` output: NVENC → QSV → AMF → OpenH264; **never returns libx264** (GPL) |
|
||||
| `Encoder/FramePump.cs` | **TASK 4 ship step 5**: the live frame producer — while live it snapshots the active scene each tick, resolves every element to its latest frame (`Func<SceneElement, VideoFrame?>` resolver), composites it into the tier's output frame, and paces frames into the encoder at the tier's FPS. All collaborators constructor-injected seams; free of WPF and the capture managers. `StartAsync` never throws (failures log + `Failed`); no RTMP URL = encoder skipped; `StopAsync` stops the encoder before awaiting the loop (backpressure deadlock); `ProcessFailed` self-stops. Since the bar bug-fix branch it takes an optional `socialBar: Func<(VideoFrame? Frame, SocialBarPosition Position)>?` seam — a pre-rendered bar strip composited last (above the flash) at the top edge or `SourceRectHeight − bar height`. See `ai.md` "Live frame pipeline" |
|
||||
| `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. Wired into the encoder since ship step 5 |
|
||||
| `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/IAudioSource.cs` | **TASK 4 ship step 4 seam**: live capture source — `Start`/`Stop`/`Started`/`SampleReady(AudioSample)`/`Failed(Exception)`, `IDisposable`. Capture now runs for the app's lifetime (started at startup) so the footer meters preview 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/WasapiLoopbackAudioSource.cs` | Desktop/game capture: NAudio `WasapiLoopbackCapture` on the default render device — automatic at unity; the game bar's meter consumes it |
|
||||
| `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 device picked mid-session takes effect immediately (the mixer restarts the mic on pick) |
|
||||
| `Audio/AudioMixer.cs` | Owns both sources; capture starts once at startup (`MainViewModel.StartMicCaptureAsync`) and stops on `Shutdown` — NOT go-live (preview monitoring). Mic samples → `AudioLevelMeter` → `MicLevelChanged`; loopback samples → the game bar's meter via `LoopbackLevelChanged`. Surfaces mic connection state: `MicConnected`/`MicFailed` (drives the status dot) + `RestartMic()` (device swap mid-session, keeps loopback). Failures log via `AppLog`; mic failure zeroes the meter, loopback failure doesn't kill the mic. Note: the meter `Push` is unconditional (the `?.` on the event would otherwise skip the argument when nothing is subscribed) |
|
||||
| `Audio/AudioLevelMeter.cs` | Pure smoothed RMS level (0..1): `Push(AudioSample)` + `Reset` — the unit-tested math behind `AudioLevel` and `GameAudioLevel` |
|
||||
| `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 |
|
||||
| `IGameAudioDetector.cs` | **TASK 4 game audio bar seam**: `IsGameAudioActive` + `IsGameAudioActiveChanged` + `Poll()` — detects "a working game with sound is up in the preview" |
|
||||
| `GameAudioHysteresis.cs` | Pure show/hide state machine for the game bar: SHOW = full-screen app holds sound ~500ms; HIDE = the app leaves fullscreen ~1s. **Silence never hides an active bar** — only the game leaving the preview does (creator's rule). No timers; `Update(isFullScreen, hasSound, now)` |
|
||||
| `GameAudioDetector.cs` | Default `IGameAudioDetector`: composes a full-screen monitor provider (`IFullScreenDetector.GetForegroundFullScreenMonitorIndex`) + the live loopback level (floor 0.5%) into a `GameAudioHysteresis`. WPF-free; the VM owns the 250ms poll timer |
|
||||
|
||||
Related: constructed in [`ViewModels/MainViewModel.cs`](../ViewModels/MainViewModel.cs)
|
||||
(no DI container yet). Models in [`Models/index.md`](../Models/index.md).
|
||||
|
||||
@@ -106,7 +106,7 @@ Lifecycle: `created → ready → [testing] → live → complete` (transitional
|
||||
9. ✅ **"Add Webcam" always opens the camera picker** — deleting one scene's webcam then re-adding used to resurrect the old camera when another scene still used it — `SwapWebcamIdentityAsync` now swaps the app-wide identity if a different camera is chosen, same path as "Change Webcam…"
|
||||
10. ✅ **Webcam resource validation + first-frame proof** — `MediaCaptureFrameSource` validates post-init (VideoDeviceId match, stream properties ≥1, `reader.StartAsync()` status read + throws on non-Success); subscribes `capture.Failed` + `CameraStreamStateChanged` → `SourceFailed` event on the seam; fallback ladder (VideoPreview → VideoRecord). `CameraManager.AcquireAsync` requires first-frame proof (4s timeout): returns true only after a real frame arrives — silent empty box impossible. `MainViewModel` subscribes `CameraFailed` → red `WebcamError` chip in preview + MessageBox names suspect apps (`CameraConflictProbe`). 19041 SDK projection gaps: `Exclusive`/`DeviceLost` not projected; `CameraStreamState.Failed` compared by `(int)2`. 81 tests passing
|
||||
11. ✅ **Scenes/sources UI** — add/reorder/rename, image + background overlays with move/resize/opacity/reuse
|
||||
12. ✅ **Audio UX shipped (UI)** — the bottom-bar footer is now two lines (dropped/duration moved under bitrate/fps), with the mic's sound meter + mute button + volume slider grouped CENTERED on the footer's top line, beneath the preview panel (meter: 288px, muted slate track with ruler graduations + muted yellow/red zone tints, green→yellow→red fill; mute = speaker icon → red do-not-symbol when muted, and the slider and speaker stay in sync (volume 0 ⇔ muted — sliding off flips the speaker to muted, sliding up from 0 clears it); mic volume defaults to 80%, muting zeroes the meter and restores the prior volume on unmute (which flashes the meter to the restored position ~300ms before it returns to the live level); the meter is a READ-ONLY realtime level display (fill = live level × volume — volume is a gain on ambient noise; while the slider is dragged the bar previews the slider position and bounces back to the live level on release, which is 0 with no input — clicking the meter does nothing), clicking the MIC label opens a microphone picker whose chosen source shows left-justified inside the meter bar (fill at 75% opacity so the name + ruler markings show through); slim dimensional slider — gradient track/fill, gloss-sphere thumb; the old flat pink 18px-filled one is gone), everything else on line 2 (bitrate/fps/dropped/duration/health left, quality + gear right) — the creator's only audio control, desktop/game audio is automatic (KISS rule)
|
||||
12. ✅ **Audio UX shipped (UI)** — the bottom-bar footer is now two lines (dropped/duration moved under bitrate/fps), with the mic's sound meter + mute button + volume slider grouped CENTERED on the footer's top line, beneath the preview panel (meter: 288px, muted slate track with ruler graduations + muted yellow/red zone tints, green→yellow→red fill; mute = speaker icon → red do-not-symbol when muted, and the slider and speaker stay in sync (volume 0 ⇔ muted — sliding off flips the speaker to muted, sliding up from 0 clears it); mic volume defaults to 80%, muting zeroes the meter and restores the prior volume on unmute (which flashes the meter to the restored position ~300ms before it returns to the live level); the meter is a READ-ONLY realtime level display (fill = live level × volume — volume is a gain on ambient noise; while the slider is dragged the bar previews the slider position and bounces back to the live level on release, which is 0 with no input — clicking the meter does nothing), clicking the MIC label opens a microphone picker whose chosen source shows left-justified inside the meter bar (fill at 75% opacity so the name + ruler markings show through); slim dimensional slider — gradient track/fill, gloss-sphere thumb; the old flat pink 18px-filled one is gone), everything else on line 2 (bitrate/fps/dropped/duration/health left, quality + gear right) — the creator's only audio control, desktop/game audio is automatic (KISS rule). **Post-test follow-up (2026-08-13, game audio bar branch):** the footer is now THREE lines — a **game audio bar** (desktop/game, a mirror of the mic bar: meter + mute + volume) sits centered beneath the mic bar and appears only while a **full-screen game is producing sound** in the preview (`IGameAudioDetector` seam + default `GameAudioDetector` polling `IFullScreenDetector` + the live loopback level, floor 0.5%, into a pure `GameAudioHysteresis`: SHOW after ~500ms of fullscreen+sound, HIDE ~1s after leaving fullscreen, **silence never hides an active bar**; the VM polls it on a 250ms `DispatcherTimer`); **capture now runs for the app's lifetime** (mixer started once at startup via `StartMicCaptureAsync`, disposed in `Shutdown` — not go-live) so both meters preview live; the **MIC label became a button with a status dot** (`Models/MicStatus`: green = connected via the source `Started` event, yellow = mic problem, red = no device); picking a mic takes effect immediately (`AudioMixer.RestartMic`, loopback keeps running); fixed a latent `?.Invoke(meter.Push(...))` short-circuit that skipped the meter update when nothing was subscribed. 167 tests passing, 0 warnings
|
||||
13. ✅ The connected YouTube account's avatar/name shows in the top bar next to Start Stream (`SyncConnectedAccount`); the scenes list is content-height now (no dead space before SOURCES)
|
||||
14. ✅ **Social bar v2 (six-slot dialog, sign-in gate, real logos)** — global bar layer (never a Source, no sources-list row), content-sized, centered, GREEN glow when ON, top/bottom snap-drag (default BOTTOM, persisted `SocialBarPosition`; drag clamps to 0/1040, tie→bottom). Footer Social button gets a state dot (green=ON). Dialog "Social Media Site Promotion" (`SocialsDialog` + `ViewModels/SocialsDialogViewModel`, WPF-free + injected `ISocialValidator`/sign-in/sign-out fakes): ON/OFF bar switch (`SocialsConfig.BarEnabled`, schema v8), 6 fixed slots — row 1 always YouTube (signed-in → channel handle; signed-out → sign-in gate → OAuth; delete → confirm sign-out, mirrors `StopStream`), row 2 free, rows 3-6 lock icons on freemium (Premium seam: all six). Validation: `DetectService` (URL domain / fediverse `@user@domain` / bare→Website) → async `ISocialValidator` on confirm/Save; valid snaps to text + real service logo (bundled SVG path data via `LogoDataFor`, Simple Icons CC0 — initials badges gone); invalid → red do-not, stays editable, Save blocked. LCR justify dropped (`BarJustify` unread), per-scene toggle dropped (`Scene.HasSocialBar` back-compat). **Post-test fixes (2026-08-12):** footer label "Socials" (not "Social"); fediverse `@user@domain` validates — the full handle is the identity end-to-end (`DetectService`/`CanonicalUrlFor`/`HttpSocialValidator` build `https://domain/@user`, no domain loss); **Cancel is a hard stop** — `ISocialValidator.LookupAsync` takes a `CancellationToken`, dialog VM owns a CTS, Cancel/X/Save abort in-flight lookups (HTTP request killed, canceled continuations never touch slot state), and `ConfirmEdit` skips re-submitting identical text (LostFocus on dismiss never re-fires a lookup). `HttpSocialValidator` now has real tests (fake `HttpMessageHandler`). 105 tests passing. **Post-test fixes (2026-08-12, round 2):** fediverse `@user@domain` no longer shows a generic chain — it resolves to the instance's actual software via nodeinfo (`/.well-known/nodeinfo` → `software.name`; `SocialService.Fediverse` enum member + `SocialEntry.FediverseSoftware` persisted in a new `SocialEntry.Software` column, schema migration by column-presence) and renders that software's bundled logo (`LogoDataForFediverse`: mastodon/peertube/pixelfed/misskey/lemmy/pleroma/firefish, generic fediverse honeycomb fallback). Dialog row-2 edit/trash icons were too dark — `IconButton` style gains `Foreground=#d0d0d0`; trash overrides `#e94560` (app red). 112 tests passing. **Post-test fixes (2026-08-12, round 3):** a fediverse handle whose identity domain is itself a redirect (e.g. YunoHost default-app subdomains — `@user@llamachile.tube` where the mastodon instance lives at `mastodon.llamachile.tube`) now still resolves its software: nodeinfo on the identity domain is SSO-blocked, so `HttpSocialValidator` follows the bare root `https://domain/` 302 to the real instance host and re-runs the nodeinfo lookup there.
|
||||
15. ☐ **Window capture** — absorbed into the Screen picker (no separate source type); dedicated window-as-source work is pending
|
||||
@@ -423,8 +423,10 @@ lifecycle/forwarding/failure against fakes, meter RMS/smoothing/reset, `WaveToFl
|
||||
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; the encoder construction itself shipped in ship step 5), WASAPI
|
||||
capture while not live, and any audio UI beyond the existing mic controls.
|
||||
the `-f lavfi -i anullsrc` placeholder; the encoder construction itself shipped in ship step 5).
|
||||
*(The "capture while not live" + "audio UI beyond the mic controls" deferrals were SHIPPED on the
|
||||
2026-08-13 game audio bar branch — capture is now always-on for preview and the game bar is the second
|
||||
audio UI. The mixer's short-circuit meter fix + `Started`/`RestartMic` seams live in the same branch.)*
|
||||
|
||||
#### Ship step 5 — Frame-pipeline wiring (the encoder gets a frame source)
|
||||
|
||||
|
||||
+267
-7
@@ -27,6 +27,8 @@ public class MainViewModel : ViewModelBase
|
||||
private readonly YouTubeChatService _youtubeChat;
|
||||
private readonly DispatcherTimer _liveTimer;
|
||||
private readonly DispatcherTimer _volumeFlashTimer;
|
||||
private readonly DispatcherTimer _gameVolumeFlashTimer;
|
||||
private readonly DispatcherTimer _gameAudioTimer;
|
||||
|
||||
private Scene? _activeScene;
|
||||
private SceneElement? _selectedElement;
|
||||
@@ -41,6 +43,14 @@ public class MainViewModel : ViewModelBase
|
||||
private bool _micMuted;
|
||||
private double? _volumeBeforeMute;
|
||||
private string? _micSourceName;
|
||||
private MicStatus _micStatus = MicStatus.NotConnected;
|
||||
private double _gameAudioLevel;
|
||||
private bool _gameVolumeAdjusting;
|
||||
private bool _gameVolumeFlash;
|
||||
private double _gameVolume = 1.0;
|
||||
private bool _gameMuted;
|
||||
private double? _gameVolumeBeforeMute;
|
||||
private bool _isGameAudioBarVisible;
|
||||
private StreamStatus _streamStatus = StreamStatus.Offline;
|
||||
private StreamHealth _currentHealth = new();
|
||||
private string _streamTitle = string.Empty;
|
||||
@@ -84,9 +94,11 @@ public class MainViewModel : ViewModelBase
|
||||
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.
|
||||
// mic via WASAPI capture, both owned by the mixer. Capture runs for the app's
|
||||
// lifetime (started at startup, stopped on shutdown) so the footer meters
|
||||
// stay live in preview. Mic level feeds AudioLevel (the meter); loopback
|
||||
// feeds the game audio bar's meter. Private by design — the mixer surfaces
|
||||
// the levels + mic connection state to the UI.
|
||||
private readonly AudioMixer _audioMixer;
|
||||
|
||||
// Live frame pipeline (TASK 4 ship step 5): composites the active scene at the
|
||||
@@ -101,6 +113,7 @@ public class MainViewModel : ViewModelBase
|
||||
private readonly IFullScreenDetector _fullScreenDetector;
|
||||
private readonly ScreenCaptureManager _screenCaptureManager;
|
||||
private readonly ScreenCaptureSourceFactory _screenCaptureFactory;
|
||||
private readonly IGameAudioDetector _gameAudioDetector;
|
||||
private int? _lastForegroundFullScreenMonitor;
|
||||
private CancellationTokenSource? _deactivateCts;
|
||||
private ImageSource? _backdropImage;
|
||||
@@ -272,8 +285,9 @@ public class MainViewModel : ViewModelBase
|
||||
private set => SetProperty(ref _accountDisplayName, value);
|
||||
}
|
||||
|
||||
// ─── Audio (KISS: desktop/game audio is automatic — zero UI. The creator's
|
||||
// ─── only audio control is the mic: meter + volume + mute.) ───
|
||||
// ─── Audio: the mic bar (meter + volume + mute + status dot) is always
|
||||
// ─── visible; the game bar (meter + volume + mute) appears only while a
|
||||
// ─── full-screen game is producing sound. Both meters preview live. ───
|
||||
|
||||
/// <summary>Live mic input level (0..1) — fed by the audio mixer once capture
|
||||
/// lands; 0 with no input. Read by the meter, scaled by MicVolume.</summary>
|
||||
@@ -409,7 +423,170 @@ public class MainViewModel : ViewModelBase
|
||||
Owner = System.Windows.Application.Current?.MainWindow
|
||||
};
|
||||
if (dialog.ShowDialog() == true && dialog.PickedDevice != null)
|
||||
{
|
||||
MicSourceName = dialog.PickedDevice.DisplayName;
|
||||
_audioMixer.RestartMic(); // swap the live device immediately
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Mic status dot (the MIC button) ───
|
||||
|
||||
private static readonly SolidColorBrush MicProblemBrush = CreateBrush("#f1c40f");
|
||||
|
||||
/// <summary>Mic connection state, driven by the mixer's MicConnected/MicFailed
|
||||
/// events and the startup device check (see StartMicCaptureAsync).</summary>
|
||||
public MicStatus MicStatus
|
||||
{
|
||||
get => _micStatus;
|
||||
private set
|
||||
{
|
||||
if (SetProperty(ref _micStatus, value))
|
||||
{
|
||||
OnPropertyChanged(nameof(MicStatusBrush));
|
||||
OnPropertyChanged(nameof(MicStatusToolTip));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Status dot: green = connected, yellow = problem with the requested
|
||||
/// connection, red = not connected (no device / not started).</summary>
|
||||
public SolidColorBrush MicStatusBrush => MicStatus switch
|
||||
{
|
||||
MicStatus.Connected => BarOnBrush,
|
||||
MicStatus.Problem => MicProblemBrush,
|
||||
_ => BarOffBrush,
|
||||
};
|
||||
|
||||
public string MicStatusToolTip => MicStatus switch
|
||||
{
|
||||
MicStatus.Connected => "Mic connected — click to change",
|
||||
MicStatus.Problem => "Mic problem — the requested microphone is unavailable (in use or unplugged). Click to change",
|
||||
_ => "No mic connected — click to choose a microphone",
|
||||
};
|
||||
|
||||
// ─── Game audio bar (desktop/game): visible only while a full-screen game
|
||||
// ─── is producing sound (IGameAudioDetector). Meter + mute + volume mirror
|
||||
// ─── the mic bar. ───
|
||||
|
||||
/// <summary>True while the game audio bar should be shown (driven by
|
||||
/// IGameAudioDetector via the poll timer).</summary>
|
||||
public bool IsGameAudioBarVisible
|
||||
{
|
||||
get => _isGameAudioBarVisible;
|
||||
private set => SetProperty(ref _isGameAudioBarVisible, value);
|
||||
}
|
||||
|
||||
/// <summary>Live desktop/game input level (0..1), fed by the mixer's loopback
|
||||
/// capture. Read by the game meter, scaled by GameAudioVolume.</summary>
|
||||
public double GameAudioLevel
|
||||
{
|
||||
get => _gameAudioLevel;
|
||||
set
|
||||
{
|
||||
if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
|
||||
{
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Displayed game meter level: 0 while muted; the volume position
|
||||
/// while the slider is dragged (or briefly after an unmute flash); otherwise
|
||||
/// the realtime live level scaled by volume.</summary>
|
||||
private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, GameAudioLevel * GameAudioVolume);
|
||||
|
||||
public double GameMeterFillWidth => GameMeterLevel * 288;
|
||||
|
||||
public string GameMeterBrush => GameMeterLevel switch
|
||||
{
|
||||
< 0.6 => "#22c55e",
|
||||
< 0.8 => "#eab308",
|
||||
_ => "#ef4444",
|
||||
};
|
||||
|
||||
public void SetGameVolumeAdjusting(bool adjusting)
|
||||
{
|
||||
if (adjusting)
|
||||
CancelGameVolumeFlash();
|
||||
if (SetProperty(ref _gameVolumeAdjusting, adjusting))
|
||||
{
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void BeginGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlash = true;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
_gameVolumeFlashTimer.Start();
|
||||
}
|
||||
|
||||
private void EndGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
if (_gameVolumeFlash)
|
||||
{
|
||||
_gameVolumeFlash = false;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelGameVolumeFlash()
|
||||
{
|
||||
_gameVolumeFlashTimer.Stop();
|
||||
_gameVolumeFlash = false;
|
||||
}
|
||||
|
||||
/// <summary>Game audio gain (0..1, unity default). Running to 0 mutes; the
|
||||
/// prior level is remembered so the speaker button can restore it.</summary>
|
||||
public double GameAudioVolume
|
||||
{
|
||||
get => _gameVolume;
|
||||
set
|
||||
{
|
||||
var clamped = Math.Clamp(value, 0, 1);
|
||||
if (clamped == 0 && !_gameMuted)
|
||||
_gameVolumeBeforeMute ??= _gameVolume;
|
||||
if (SetProperty(ref _gameVolume, clamped))
|
||||
{
|
||||
var muted = clamped == 0;
|
||||
if (_gameMuted != muted)
|
||||
{
|
||||
_gameMuted = muted;
|
||||
OnPropertyChanged(nameof(GameMuted));
|
||||
OnPropertyChanged(nameof(GameMuteText));
|
||||
}
|
||||
if (!muted)
|
||||
_gameVolumeBeforeMute = null;
|
||||
OnPropertyChanged(nameof(GameMeterFillWidth));
|
||||
OnPropertyChanged(nameof(GameMeterBrush));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Read-only: true whenever the volume is 0 (the slider and the
|
||||
/// speaker can never disagree).</summary>
|
||||
public bool GameMuted => _gameMuted;
|
||||
|
||||
public string GameMuteText => GameMuted ? "Unmute" : "Mute";
|
||||
|
||||
private void ToggleGameMute()
|
||||
{
|
||||
if (GameMuted)
|
||||
{
|
||||
GameAudioVolume = _gameVolumeBeforeMute ?? 1.0;
|
||||
BeginGameVolumeFlash();
|
||||
}
|
||||
else
|
||||
{
|
||||
_gameVolumeBeforeMute = GameAudioVolume;
|
||||
GameAudioVolume = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsOffline => StreamStatus == StreamStatus.Offline;
|
||||
@@ -759,6 +936,7 @@ public class MainViewModel : ViewModelBase
|
||||
public ICommand RefreshCaptureCommand { get; }
|
||||
public ICommand SetBackdropDisplayCommand { get; }
|
||||
public ICommand ToggleMicMuteCommand { get; }
|
||||
public ICommand ToggleGameMuteCommand { get; }
|
||||
public ICommand OpenMicPickerCommand { get; }
|
||||
public ICommand OpenSocialDialogCommand { get; }
|
||||
public ICommand StartStreamCommand { get; }
|
||||
@@ -795,6 +973,9 @@ public class MainViewModel : ViewModelBase
|
||||
_volumeFlashTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(300) };
|
||||
_volumeFlashTimer.Tick += (_, _) => EndVolumeFlash();
|
||||
|
||||
_gameVolumeFlashTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(300) };
|
||||
_gameVolumeFlashTimer.Tick += (_, _) => EndGameVolumeFlash();
|
||||
|
||||
_saveDebounce = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(1500) };
|
||||
_saveDebounce.Tick += (_, _) => SaveLayoutNow();
|
||||
|
||||
@@ -820,6 +1001,7 @@ public class MainViewModel : ViewModelBase
|
||||
RefreshCaptureCommand = new RelayCommand(_ => RefreshBackdropAutoCapture());
|
||||
SetBackdropDisplayCommand = new RelayCommand(display => SetBackdropCapture(display as DisplayInfo));
|
||||
ToggleMicMuteCommand = new RelayCommand(_ => ToggleMicMute());
|
||||
ToggleGameMuteCommand = new RelayCommand(_ => ToggleGameMute());
|
||||
OpenMicPickerCommand = new RelayCommand(_ => PickMicrophone());
|
||||
OpenSettingsCommand = new RelayCommand(_ => ShowOverlay(nameof(IsSettingsOpen), "App Settings"));
|
||||
OpenBugCommand = new RelayCommand(_ => ShowOverlay(nameof(IsBugOpen), "Report Bug"));
|
||||
@@ -853,10 +1035,22 @@ public class MainViewModel : ViewModelBase
|
||||
new WasapiLoopbackAudioSource(),
|
||||
message => AppLog.Write(message));
|
||||
_audioMixer.MicLevelChanged += OnMicLevelChanged;
|
||||
_audioMixer.LoopbackLevelChanged += OnLoopbackLevelChanged;
|
||||
_audioMixer.MicConnected += OnMicConnected;
|
||||
_audioMixer.MicFailed += OnMicFailed;
|
||||
_ = StartMicCaptureAsync();
|
||||
|
||||
_fullScreenDetector = new Win32FullScreenDetector();
|
||||
foreach (var display in _fullScreenDetector.GetDisplays())
|
||||
Displays.Add(display);
|
||||
|
||||
_gameAudioDetector = new GameAudioDetector(
|
||||
() => _fullScreenDetector.GetForegroundFullScreenMonitorIndex(),
|
||||
() => (float)GameAudioLevel);
|
||||
_gameAudioDetector.IsGameAudioActiveChanged += OnGameAudioActiveChanged;
|
||||
_gameAudioTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(250) };
|
||||
_gameAudioTimer.Tick += OnGameAudioPollTick;
|
||||
_gameAudioTimer.Start();
|
||||
_screenCaptureFactory = new ScreenCaptureSourceFactory(
|
||||
() => new WindowInteropHelper(System.Windows.Application.Current?.MainWindow).Handle);
|
||||
_screenCaptureManager = new ScreenCaptureManager(
|
||||
@@ -1191,6 +1385,8 @@ public class MainViewModel : ViewModelBase
|
||||
{
|
||||
_saveDebounce?.Stop();
|
||||
SaveLayoutNow();
|
||||
_gameAudioTimer.Stop();
|
||||
_audioMixer.Dispose();
|
||||
_framePump.Dispose();
|
||||
_cameraManager.Dispose();
|
||||
_screenCaptureManager.Dispose();
|
||||
@@ -1761,7 +1957,6 @@ public class MainViewModel : ViewModelBase
|
||||
? "ytLlive"
|
||||
: $"{dialog.StreamTitle} — ytLlive";
|
||||
StreamStatus = StreamStatus.Streaming;
|
||||
_audioMixer.Start();
|
||||
_ = _framePump.StartAsync(); // never throws; failures log + surface via Failed
|
||||
}
|
||||
}
|
||||
@@ -1770,7 +1965,8 @@ public class MainViewModel : ViewModelBase
|
||||
{
|
||||
StreamStatus = StreamStatus.Offline;
|
||||
WindowTitle = "ytLlive";
|
||||
_audioMixer.Stop();
|
||||
// Audio capture is always-on (preview monitoring); only the frame pump
|
||||
// and the session stop here.
|
||||
_ = _framePump.StopAsync();
|
||||
// Graceful end completes the session = signs out (the DPAPI token is
|
||||
// cleared so the next Start Stream requires a fresh sign-in). A crash
|
||||
@@ -1793,6 +1989,70 @@ public class MainViewModel : ViewModelBase
|
||||
AudioLevel = level;
|
||||
}
|
||||
|
||||
private void OnLoopbackLevelChanged(float level)
|
||||
{
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => GameAudioLevel = level);
|
||||
else
|
||||
GameAudioLevel = level;
|
||||
}
|
||||
|
||||
private void OnMicConnected()
|
||||
{
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Connected);
|
||||
else
|
||||
MicStatus = MicStatus.Connected;
|
||||
}
|
||||
|
||||
private void OnMicFailed(Exception ex)
|
||||
{
|
||||
// The mixer logs the failure detail; here we only flip the dot to yellow.
|
||||
var dispatcher = System.Windows.Application.Current?.Dispatcher;
|
||||
if (dispatcher != null && !dispatcher.CheckAccess())
|
||||
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Problem);
|
||||
else
|
||||
MicStatus = MicStatus.Problem;
|
||||
}
|
||||
|
||||
/// <summary>Starts capture once at startup: with no mic device present the
|
||||
/// dot stays red and capture never starts; otherwise the mixer starts and
|
||||
/// raises MicConnected (green) or MicFailed (yellow).</summary>
|
||||
private async Task StartMicCaptureAsync()
|
||||
{
|
||||
try
|
||||
{
|
||||
var mics = await _microphoneEnumerator.GetMicrophonesAsync();
|
||||
if (mics.Count == 0)
|
||||
{
|
||||
MicStatus = MicStatus.NotConnected;
|
||||
AppLog.Write("Mic: no capture devices found — mic capture not started");
|
||||
return;
|
||||
}
|
||||
_audioMixer.Start();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
AppLog.Write($"Mic: device check failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGameAudioActiveChanged(bool active) => IsGameAudioBarVisible = active;
|
||||
|
||||
private void OnGameAudioPollTick(object? sender, EventArgs e)
|
||||
{
|
||||
try
|
||||
{
|
||||
_gameAudioDetector.Poll();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
AppLog.Write($"Game audio detection failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// Scene-element → latest frame, for the live compositor. The map mirrors the
|
||||
// preview: webcam by DeviceId, live captures (the backdrop) by CaptureKey,
|
||||
// images/background by AssetId. A null frame leaves the element transparent.
|
||||
|
||||
+1
-1
File diff suppressed because one or more lines are too long
@@ -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** |
|
||||
| `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)**, **compositor: `SceneCompositor` + `CompositorOptions` + pure `StretchMath` + `StaticPixelCache` (see "Scene compositor")**, **audio: `IAudioSource` seam + `WasapiLoopbackAudioSource`/`WasapiMicAudioSource` (NAudio WASAPI) + `AudioMixer` + pure `AudioLevelMeter`/`WaveToFloat` (see "Live audio capture")**, **encoder: `IFfmpegEncoder`/`FfmpegEncoder` + `IEncoderProcess`/`FfmpegEncoderProcess` + `IFfmpegLocator`/`FfmpegLocator` + pure `FfmpegArgs`/`FfmpegProgressParser`/`FfmpegEncoderPicker` + the `FramePump` frame producer (see "Live encoder" + "Live frame pipeline")** |
|
||||
| `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)**, **compositor: `SceneCompositor` + `CompositorOptions` + pure `StretchMath` + `StaticPixelCache` (see "Scene compositor")**, **audio: `IAudioSource` seam + `WasapiLoopbackAudioSource`/`WasapiMicAudioSource` (NAudio WASAPI) + `AudioMixer` + pure `AudioLevelMeter`/`WaveToFloat` + game bar: `IGameAudioDetector`/`GameAudioHysteresis`/`GameAudioDetector` (see "Live audio capture")**, **encoder: `IFfmpegEncoder`/`FfmpegEncoder` + `IEncoderProcess`/`FfmpegEncoderProcess` + `IFfmpegLocator`/`FfmpegLocator` + pure `FfmpegArgs`/`FfmpegProgressParser`/`FfmpegEncoderPicker` + the `FramePump` frame producer (see "Live encoder" + "Live frame pipeline")** |
|
||||
| `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`) |
|
||||
| `MainWindow.xaml` | Dark theme; layout: top bar (controls), center (preview), left (scenes/sources), right (chat), bottom (health) |
|
||||
@@ -355,34 +355,47 @@ forces one and skips the probe. `EncoderOptions` also carries W×H/FPS/bitrate f
|
||||
`GopSize` = FPS×4. Constructed by `MainViewModel` since ship step 5 (`new FfmpegEncoder(new FfmpegLocator())`),
|
||||
driven by the `FramePump` below.
|
||||
|
||||
### Live audio capture (TASK 4 ship step 4 — shipped 2026-08-12, plan in TASKS.md)
|
||||
### Live audio capture (TASK 4 ship step 4 — shipped 2026-08-12, game audio bar follow-up 2026-08-13, plans 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).
|
||||
**Capture runs for the app's lifetime and is KISS by rule**: desktop/game audio is automatic (WASAPI
|
||||
loopback), 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`/`Started`/`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** — a later step's AAC mix consumes them, replacing the
|
||||
`-f lavfi -i anullsrc` placeholder (the encoder construction itself shipped in ship step 5). Failures log via `AppLog`; a mic failure zeroes the
|
||||
meter, a loopback failure never kills the mic.
|
||||
picked mid-session takes effect **immediately** (the mixer restarts the mic on pick). Both sources
|
||||
raise `Started` once their capture loop actually begins — the mixer turns that into `MicConnected`.
|
||||
- **`AudioMixer`** owns both sources; **`StartMicCaptureAsync` starts the mixer once at startup** and
|
||||
`Shutdown` disposes it — NOT go-live — so both footer meters preview live (`BeginGoLive`/`StopStream`
|
||||
no longer touch the mixer). Mic samples feed a pure **`AudioLevelMeter`** (RMS with 0.2 exponential
|
||||
smoothing) → `MicLevelChanged` → marshalled to the UI thread → `AudioLevel`; loopback samples feed a
|
||||
second meter → `LoopbackLevelChanged` → the game bar's `GameAudioLevel`. **Mic connection state
|
||||
surfaces as events:** `MicConnected` (source `Started`), `MicFailed` (source `Failed`), and
|
||||
`RestartMic()` re-resolves + restarts just the mic (loopback keeps running). Failures log via
|
||||
`AppLog`; a mic failure zeroes the meter, a loopback failure never kills the mic. Meter `Push` is
|
||||
unconditional (a `?.` on the event would skip the argument — and the meter update — when nothing is
|
||||
subscribed yet).
|
||||
- **Mic status dot (`Models/MicStatus.cs`)** on the footer's MIC button: green = `MicConnected`,
|
||||
yellow = `MicFailed` (in use/unplugged), red = no mic device at startup (the mixer is never started,
|
||||
so loopback and the game bar can't run either — no capture devices at all).
|
||||
- **Game audio bar** (desktop/game, only while a full-screen game is up in the preview):
|
||||
`IGameAudioDetector` seam (`Services/IGameAudioDetector.cs`), pure `GameAudioHysteresis` (SHOW after
|
||||
~500ms of fullscreen + sound, HIDE after ~1s away from fullscreen, **silence never hides an active
|
||||
bar**), and the default `GameAudioDetector` composing `IFullScreenDetector` + the live loopback level
|
||||
(floor 0.5%). WPF-free — the VM owns a 250ms `DispatcherTimer` that polls it and flips
|
||||
`IsGameAudioBarVisible`.
|
||||
- **`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**.
|
||||
- Build **0 warnings**; **167 passing** (mixer/hysteresis/game-detector unit tests).
|
||||
|
||||
**Deferred:** the loopback→encoder AAC mix wiring (a later step — the encoder construction + frame
|
||||
pipeline shipped in ship step 5); capture while not live is deliberately not shipped (privacy indicator
|
||||
otherwise).
|
||||
pipeline shipped in ship step 5).
|
||||
|
||||
### Live frame pipeline (TASK 4 ship step 5 — shipped 2026-08-12, plan in TASKS.md)
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ public class AudioMixerTests
|
||||
public int StartCount { get; private set; }
|
||||
public int StopCount { get; private set; }
|
||||
public bool Disposed { get; private set; }
|
||||
public event Action? Started;
|
||||
public event Action<AudioSample>? SampleReady;
|
||||
public event Action<Exception>? Failed;
|
||||
|
||||
@@ -25,6 +26,7 @@ public class AudioMixerTests
|
||||
public void Stop() => StopCount++;
|
||||
public void Dispose() => Disposed = true;
|
||||
|
||||
public void MarkStarted() => Started?.Invoke();
|
||||
public void Emit(AudioSample sample) => SampleReady?.Invoke(sample);
|
||||
public void Fail(Exception ex) => Failed?.Invoke(ex);
|
||||
}
|
||||
@@ -115,6 +117,98 @@ public class AudioMixerTests
|
||||
Assert.Equal(0f, mixer.MicLevel);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MicSamples_DoNotChangeLoopbackLevel()
|
||||
{
|
||||
var mic = new FakeSource();
|
||||
var mixer = new AudioMixer(mic, new FakeSource());
|
||||
var levels = new List<float>();
|
||||
mixer.LoopbackLevelChanged += l => levels.Add(l);
|
||||
|
||||
mixer.Start();
|
||||
mic.Emit(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 1));
|
||||
|
||||
Assert.Empty(levels);
|
||||
Assert.Equal(0f, mixer.LoopbackLevel);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoopbackSamples_DriveLoopbackLevelChanged()
|
||||
{
|
||||
var loopback = new FakeSource();
|
||||
var mixer = new AudioMixer(new FakeSource(), loopback);
|
||||
var levels = new List<float>();
|
||||
mixer.LoopbackLevelChanged += l => levels.Add(l);
|
||||
|
||||
mixer.Start();
|
||||
loopback.Emit(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 2));
|
||||
loopback.Emit(new AudioSample(new[] { -1f, -1f, -1f, -1f }, 48000, 2));
|
||||
|
||||
Assert.NotEmpty(levels);
|
||||
Assert.All(levels, l => Assert.InRange(l, 0f, 1f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MicStarted_RaisesMicConnected()
|
||||
{
|
||||
var mic = new FakeSource();
|
||||
var mixer = new AudioMixer(mic, new FakeSource());
|
||||
var connected = 0;
|
||||
mixer.MicConnected += () => connected++;
|
||||
|
||||
mixer.Start();
|
||||
mic.MarkStarted();
|
||||
|
||||
Assert.Equal(1, connected);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MicFailure_RaisesMicFailed()
|
||||
{
|
||||
var mic = new FakeSource();
|
||||
var mixer = new AudioMixer(mic, new FakeSource());
|
||||
Exception? failed = null;
|
||||
mixer.MicFailed += ex => failed = ex;
|
||||
|
||||
mixer.Start();
|
||||
mic.Fail(new InvalidOperationException("boom"));
|
||||
|
||||
Assert.NotNull(failed);
|
||||
Assert.Equal("boom", failed!.Message);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RestartMic_StopsAndRestartsMic_KeepsLoopbackRunning()
|
||||
{
|
||||
var mic = new FakeSource();
|
||||
var loopback = new FakeSource();
|
||||
var mixer = new AudioMixer(mic, loopback);
|
||||
mixer.Start();
|
||||
|
||||
mixer.RestartMic();
|
||||
|
||||
Assert.Equal(2, mic.StartCount);
|
||||
Assert.Equal(1, mic.StopCount);
|
||||
Assert.Equal(1, loopback.StartCount);
|
||||
Assert.Equal(0, loopback.StopCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RestartMic_ResetsLevel()
|
||||
{
|
||||
var mic = new FakeSource();
|
||||
var mixer = new AudioMixer(mic, new FakeSource());
|
||||
mixer.Start();
|
||||
mic.Emit(new AudioSample(new[] { 1f, 1f, 1f, 1f }, 48000, 1));
|
||||
Assert.True(mixer.MicLevel > 0);
|
||||
|
||||
float? reset = null;
|
||||
mixer.MicLevelChanged += l => reset = l;
|
||||
mixer.RestartMic();
|
||||
|
||||
Assert.Equal(0f, reset);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MicFailure_LogsAndResetsLevel()
|
||||
{
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
using Xunit;
|
||||
using ytLive.Services;
|
||||
|
||||
namespace ytLive.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// TASK 4 game audio bar: the default detector's provider wiring — it composes
|
||||
/// the full-screen monitor + loopback level into the hysteresis and raises
|
||||
/// IsGameAudioActiveChanged on transitions. The transition math itself lives in
|
||||
/// GameAudioHysteresisTests.
|
||||
/// </summary>
|
||||
public class GameAudioDetectorTests
|
||||
{
|
||||
[Fact]
|
||||
public void Poll_RaisesChanged_WhenGameAppearsAndLeaves()
|
||||
{
|
||||
var now = new DateTime(2026, 8, 13, 12, 0, 0);
|
||||
int? monitor = 0;
|
||||
var level = 0f;
|
||||
var detector = new GameAudioDetector(() => monitor, () => level, () => now);
|
||||
var changes = new List<bool>();
|
||||
detector.IsGameAudioActiveChanged += a => changes.Add(a);
|
||||
|
||||
level = 0.9f;
|
||||
detector.Poll();
|
||||
Assert.False(detector.IsGameAudioActive);
|
||||
|
||||
now = now.AddMilliseconds(600);
|
||||
detector.Poll();
|
||||
Assert.True(detector.IsGameAudioActive);
|
||||
Assert.Equal(new[] { true }, changes);
|
||||
|
||||
level = 0f;
|
||||
now = now.AddSeconds(2);
|
||||
detector.Poll();
|
||||
Assert.True(detector.IsGameAudioActive);
|
||||
Assert.Equal(new[] { true }, changes);
|
||||
|
||||
monitor = null;
|
||||
detector.Poll();
|
||||
Assert.True(detector.IsGameAudioActive);
|
||||
|
||||
now = now.AddSeconds(2);
|
||||
detector.Poll();
|
||||
Assert.False(detector.IsGameAudioActive);
|
||||
Assert.Equal(new[] { true, false }, changes);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Poll_StaysInactive_WhenNoFullScreenMonitor()
|
||||
{
|
||||
var detector = new GameAudioDetector(() => null, () => 0.9f);
|
||||
var changes = 0;
|
||||
detector.IsGameAudioActiveChanged += _ => changes++;
|
||||
|
||||
for (var i = 0; i < 5; i++)
|
||||
detector.Poll();
|
||||
|
||||
Assert.False(detector.IsGameAudioActive);
|
||||
Assert.Equal(0, changes);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Poll_StaysInactive_WhileLoopbackSilent()
|
||||
{
|
||||
var detector = new GameAudioDetector(() => 0, () => 0f);
|
||||
var changes = 0;
|
||||
detector.IsGameAudioActiveChanged += _ => changes++;
|
||||
|
||||
for (var i = 0; i < 5; i++)
|
||||
detector.Poll();
|
||||
|
||||
Assert.False(detector.IsGameAudioActive);
|
||||
Assert.Equal(0, changes);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
using Xunit;
|
||||
using ytLive.Services;
|
||||
|
||||
namespace ytLive.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// TASK 4 game audio bar: the pure show/hide state machine. Show = a full-screen
|
||||
/// app holds sound for half a second; hide = the app leaves fullscreen for a
|
||||
/// second. Silence never hides an active bar — only the game leaving the preview
|
||||
/// does (per the creator's rule).
|
||||
/// </summary>
|
||||
public class GameAudioHysteresisTests
|
||||
{
|
||||
private static readonly DateTime T0 = new(2026, 8, 13, 12, 0, 0);
|
||||
|
||||
[Fact]
|
||||
public void StaysInactive_WhileSilent()
|
||||
{
|
||||
var h = new GameAudioHysteresis();
|
||||
|
||||
for (var i = 0; i < 30; i++)
|
||||
{
|
||||
h.Update(true, false, T0.AddSeconds(i));
|
||||
Assert.False(h.IsActive);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StaysInactive_UntilSoundHoldsHalfSecond()
|
||||
{
|
||||
var h = new GameAudioHysteresis();
|
||||
h.Update(true, true, T0);
|
||||
Assert.False(h.IsActive);
|
||||
h.Update(true, true, T0.AddMilliseconds(400));
|
||||
Assert.False(h.IsActive);
|
||||
|
||||
h.Update(true, true, T0.AddMilliseconds(600));
|
||||
Assert.True(h.IsActive);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NeverHides_WhileGameStillFullScreen_EvenWhenSilent()
|
||||
{
|
||||
var h = new GameAudioHysteresis();
|
||||
h.Update(true, true, T0);
|
||||
h.Update(true, true, T0.AddSeconds(1));
|
||||
Assert.True(h.IsActive);
|
||||
|
||||
for (var i = 2; i < 40; i++)
|
||||
{
|
||||
h.Update(true, false, T0.AddSeconds(i));
|
||||
Assert.True(h.IsActive);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Hides_AfterAppLeavesFullScreen()
|
||||
{
|
||||
var h = new GameAudioHysteresis();
|
||||
h.Update(true, true, T0);
|
||||
h.Update(true, true, T0.AddSeconds(1));
|
||||
Assert.True(h.IsActive);
|
||||
|
||||
h.Update(false, true, T0.AddSeconds(2));
|
||||
Assert.True(h.IsActive);
|
||||
|
||||
h.Update(false, true, T0.AddSeconds(4));
|
||||
Assert.False(h.IsActive);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StaysInactive_WhenNoFullScreen_EvenWithSound()
|
||||
{
|
||||
var h = new GameAudioHysteresis();
|
||||
|
||||
for (var i = 0; i < 30; i++)
|
||||
{
|
||||
h.Update(false, true, T0.AddSeconds(i));
|
||||
Assert.False(h.IsActive);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user