diff --git a/HANDOFF.md b/HANDOFF.md
index b7a5543..636b7e5 100644
--- a/HANDOFF.md
+++ b/HANDOFF.md
@@ -7,41 +7,57 @@
## Session state (last updated: 2026-08-13)
-- **Branch:** `main`. TASK 4 **ship step 5.5** is **committed and pushed** (`ac60a26`,
- "TASK 4 ship step 5.5: social bar bug fixes + bar on the live output").
-- **This session (follow-up):** the drag-snap from 5.5 failed in practice — it snapped
- up but wouldn't come back down (jitter around the deadzone, per the user). **Superseded
- by a click-toggle** (user decision, KISS): `MainWindow.SocialBar_MouseLeftButtonDown`
- → `MainViewModel.ToggleSocialBarPosition()` flips the bar top ⇄ bottom; the bar rides
- `{Binding SocialBarTop}` alone; `SocialBarSnap` + its 2 tests removed. Build 0 warnings,
- **153 tests passing** (155 − 2 snap units). **Uncommitted:** this click-toggle change +
- its memory corrections (TASKS.md / ai.md / HANDOFF). Next action: commit + push.
-- **Verified:** 0 warnings; 153/153 tests pass.
+- **Branch:** `main`. The **game audio bar + mic status dot + always-on capture**
+ work is **uncommitted** (see list below). The last committed+pushed baseline is
+ `ea250c0` (social bar click-toggle).
+- **This session (audio UX follow-up):** per the creator's requests —
+ 1. The MIC label is now a **button with a status dot** (`Models/MicStatus`:
+ green = capturing, yellow = requested mic problem, red = no device).
+ 2. **Mic capture runs for the app's lifetime** (started at startup via
+ `StartMicCaptureAsync`, disposed in `Shutdown`; `BeginGoLive`/`StopStream`
+ no longer start/stop the mixer) so both meters preview live.
+ 3. A **game audio bar** (desktop/game — meter + mute + volume, mirror of the
+ mic bar) sits centered beneath the preview and appears only while a
+ **full-screen game is producing sound** (decision: fullscreen + loopback
+ sound; **silence never hides an active bar** — the creator's final rule).
+ Show after ~500ms of fullscreen+sound, hide ~1s after leaving fullscreen.
+- **Uncommitted files:** `MainWindow.xaml`/`.cs`, `ViewModels/MainViewModel.cs`,
+ `Services/Audio/{IAudioSource,WasapiMicAudioSource,WasapiLoopbackAudioSource,AudioMixer}.cs`,
+ new `Models/MicStatus.cs`, new `Services/{IGameAudioDetector,GameAudioHysteresis,GameAudioDetector}.cs`,
+ `ytLive.Tests/AudioMixerTests.cs`, new `GameAudioHysteresisTests.cs` +
+ `GameAudioDetectorTests.cs`, memory docs (TASKS.md, ai.md, Services/index.md,
+ ViewModels/index.md, Models/index.md, HANDOFF).
+- **Verified:** build 0 warnings, 0 errors; **167 tests passing** (full suite,
+ after the final rebuild).
- **Landmines:**
- Never set a local `Canvas.SetTop` on the social bar — a local value permanently
overrides `{Binding SocialBarTop}` (the `ClearValue` lesson from 5.5).
+ - `AudioMixer` meter `Push` is unconditional **by design now**: `OnMicSample`/
+ `OnLoopbackSample` compute the level first, then raise the event — a
+ `?.Invoke(meter.Push(...))` short-circuit skipped the meter update when
+ nothing was subscribed (found by `RestartMic_ResetsLevel`, fixed).
+ - `MicConnected` comes from the source `Started` event, raised right after
+ `StartRecording()` succeeds — tests must `MarkStarted()` the fake source
+ before asserting connection state.
+ - Zero mic devices at startup = red dot AND the mixer is never started, so
+ loopback + the game bar can't run either (no capture at all) — acceptable.
+ - The game detector is polled on the UI thread via a 250ms `DispatcherTimer`;
+ `OnGameAudioPollTick` wraps `Poll()` in try/catch + `AppLog`.
- The pump reads the active scene on a background thread while the UI can still
edit it — a concurrent-mutation exception is contained (logged + `Failed` +
- the pump stops), not a crash. The background thread + video pipeline is the
- new reality since ship step 5.
+ the pump stops), not a crash.
- `StopAsync` must stop the encoder (closes stdin) **before** awaiting the pump
loop — closing stdin unblocks a write stuck on pipe backpressure; the reverse
order deadlocks.
- - `FramePump.IsRunning` must be set true before the loop starts (a completed-task
- delay can run the first iteration synchronously on the caller's thread).
- - `StartAsync` never throws; the VM fires-and-forgets it. `Failed` while live
- flips `StreamStatus.Error` (minimal — real health surfacing is ship step 6).
- - The heal runs off the UI thread and applies via the dispatcher; a config swap
- mid-heal (dialog Save) can orphan the healed values on the old entries — harmless
- (best-effort, re-healed next load).
- Tests never instantiate `MainViewModel` directly except the round-clip
integration test (a real `MainWindow`), which never goes live — keep it that way.
- - Sandbox can't reach outbound HTTPS — the subdomain-probe logic is verified via
- stub-handler tests only, not against the real `mastodon.llamachile.tube`.
-- **Next step:** commit + push the click-toggle follow-up. Then TASK 4 ship step 6 —
- health stats: bind `FramePump.HealthUpdated` (bitrate/FPS/duration) into the bottom
- bar. Nothing else queued — do not expand the task queue on your own. Optional, not
- queued: rewriting the healed entry's `ProfileUrl` to
+ - Sandbox can't reach outbound HTTPS — `HttpSocialValidator` stub-handler tests
+ only, never the real instance.
+- **Next step:** commit + push the audio UX follow-up (the whole uncommitted set
+ above in one commit). Then TASK 4 ship step 6 — health stats: bind
+ `FramePump.HealthUpdated` (bitrate/FPS/duration) into the bottom bar. Nothing
+ else queued — do not expand the task queue on your own. Optional, not queued:
+ rewriting the healed entry's `ProfileUrl` to
`https://mastodon.llamachile.tube/@gramps` (user must say the word).
- **Secret/DB/port facts live:** OAuth client id/secret in `Helpers/OAuthCredentials.cs`;
diff --git a/MainWindow.xaml b/MainWindow.xaml
index 3f8103f..06a41b1 100644
--- a/MainWindow.xaml
+++ b/MainWindow.xaml
@@ -795,13 +795,15 @@
+
+ Audio is KISS: desktop/game audio is automatic (WASAPI loopback
+ at unity); the creator's controls are the two meters — the mic
+ (always visible, with its status dot) and the game bar (appears
+ only while a full-screen game is producing sound). -->
@@ -824,13 +826,19 @@
-
+
-
+
@@ -943,6 +951,58 @@
+
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+
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diff --git a/MainWindow.xaml.cs b/MainWindow.xaml.cs
index 6b86b6e..b8356cd 100644
--- a/MainWindow.xaml.cs
+++ b/MainWindow.xaml.cs
@@ -83,12 +83,6 @@ public partial class MainWindow : Window
}
}
- private void MicLabel_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
- {
- if (sender is FrameworkElement { DataContext: MainViewModel vm })
- vm.OpenMicPickerCommand.Execute(null);
- }
-
private void VolumeSlider_PreviewMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
if (sender is FrameworkElement { DataContext: MainViewModel vm })
@@ -107,6 +101,24 @@ public partial class MainWindow : Window
vm.SetVolumeAdjusting(false);
}
+ 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)
diff --git a/Models/MicStatus.cs b/Models/MicStatus.cs
new file mode 100644
index 0000000..bac3269
--- /dev/null
+++ b/Models/MicStatus.cs
@@ -0,0 +1,13 @@
+namespace ytLive.Models;
+
+/// Footer mic indicator state (the dot beside the MIC button):
+/// = mic capture is running; = a
+/// mic was requested but the connection failed (device in use, unplugged, or
+/// unavailable); = no capture is active (e.g. no
+/// mic device present).
+public enum MicStatus
+{
+ NotConnected,
+ Connected,
+ Problem
+}
diff --git a/Models/index.md b/Models/index.md
index 7f8717a..5d74324 100644
--- a/Models/index.md
+++ b/Models/index.md
@@ -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) |
diff --git a/Services/Audio/AudioMixer.cs b/Services/Audio/AudioMixer.cs
index 61fc0d7..d650164 100644
--- a/Services/Audio/AudioMixer.cs
+++ b/Services/Audio/AudioMixer.cs
@@ -4,15 +4,18 @@ namespace ytLive.Services.Audio;
///
/// 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.
///
public sealed class AudioMixer : IDisposable
{
private readonly IAudioSource _mic;
private readonly IAudioSource _loopback;
private readonly AudioLevelMeter _meter;
+ private readonly AudioLevelMeter _loopbackMeter;
private readonly Action? _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
/// Current smoothed mic level (0..1).
public float MicLevel => _meter.Level;
+ /// Current smoothed desktop/game level (0..1).
+ public float LoopbackLevel => _loopbackMeter.Level;
+
/// Raised whenever the smoothed mic level changes.
public event Action? MicLevelChanged;
+ /// Raised whenever the smoothed desktop/game level changes.
+ public event Action? LoopbackLevelChanged;
+
+ /// Raised when the mic capture comes up (the status dot goes green).
+ public event Action? MicConnected;
+
+ /// Raised when the mic capture fails or dies (the status dot goes yellow).
+ public event Action? MicFailed;
+
public void Start()
{
if (_started)
@@ -46,6 +63,17 @@ public sealed class AudioMixer : IDisposable
_mic.Start();
}
+ /// 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 or .
+ 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)
diff --git a/Services/Audio/IAudioSource.cs b/Services/Audio/IAudioSource.cs
index c2257e4..71cdc2e 100644
--- a/Services/Audio/IAudioSource.cs
+++ b/Services/Audio/IAudioSource.cs
@@ -2,9 +2,10 @@ namespace ytLive.Services.Audio;
///
/// 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.
///
public interface IAudioSource : IDisposable
{
@@ -14,6 +15,10 @@ public interface IAudioSource : IDisposable
/// Stops capturing; a later Start begins a fresh session.
void Stop();
+ /// Raises once capture is live (right after recording starts).
+ /// Never raised when Start fails — fires instead.
+ event Action? Started;
+
/// Raises each captured chunk (interleaved PCM float, -1..1).
event Action? SampleReady;
diff --git a/Services/Audio/WasapiLoopbackAudioSource.cs b/Services/Audio/WasapiLoopbackAudioSource.cs
index 620ef5c..b15fb58 100644
--- a/Services/Audio/WasapiLoopbackAudioSource.cs
+++ b/Services/Audio/WasapiLoopbackAudioSource.cs
@@ -4,12 +4,14 @@ namespace ytLive.Services.Audio;
///
/// 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.
///
public sealed class WasapiLoopbackAudioSource : IAudioSource
{
private WasapiLoopbackCapture? _capture;
+ public event Action? Started;
public event Action? SampleReady;
public event Action? Failed;
@@ -24,6 +26,7 @@ public sealed class WasapiLoopbackAudioSource : IAudioSource
_capture.DataAvailable += OnDataAvailable;
_capture.RecordingStopped += OnRecordingStopped;
_capture.StartRecording();
+ Started?.Invoke();
}
catch (Exception ex)
{
diff --git a/Services/Audio/WasapiMicAudioSource.cs b/Services/Audio/WasapiMicAudioSource.cs
index 313b14a..0d3df73 100644
--- a/Services/Audio/WasapiMicAudioSource.cs
+++ b/Services/Audio/WasapiMicAudioSource.cs
@@ -14,12 +14,14 @@ public sealed class WasapiMicAudioSource : IAudioSource
private WasapiCapture? _capture;
/// Returns the current mic DisplayName; read
- /// at each Start so a device picked mid-session takes effect next go-live.
+ /// at each Start so a device picked mid-session takes effect immediately
+ /// (the mixer restarts the mic on pick).
public WasapiMicAudioSource(Func micNameProvider)
{
_micNameProvider = micNameProvider;
}
+ public event Action? Started;
public event Action? SampleReady;
public event Action? Failed;
@@ -35,6 +37,7 @@ public sealed class WasapiMicAudioSource : IAudioSource
_capture.DataAvailable += OnDataAvailable;
_capture.RecordingStopped += OnRecordingStopped;
_capture.StartRecording();
+ Started?.Invoke();
}
catch (Exception ex)
{
diff --git a/Services/GameAudioDetector.cs b/Services/GameAudioDetector.cs
new file mode 100644
index 0000000..e6620c3
--- /dev/null
+++ b/Services/GameAudioDetector.cs
@@ -0,0 +1,46 @@
+namespace ytLive.Services;
+
+///
+/// Default : samples a full-screen monitor
+/// provider (the existing IFullScreenDetector) and the live loopback
+/// level and advances a . 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.
+///
+public sealed class GameAudioDetector : IGameAudioDetector
+{
+ private const float SoundFloor = 0.005f;
+
+ private readonly Func _foregroundFullScreenMonitorProvider;
+ private readonly Func _loopbackLevelProvider;
+ private readonly Func _now;
+ private readonly GameAudioHysteresis _hysteresis = new();
+
+ /// Returns the monitor a
+ /// full-screen foreground window covers, or null when windowed/none.
+ /// Current smoothed desktop/game level (0..1).
+ /// Clock for the hysteresis windows; injectable for tests.
+ public GameAudioDetector(
+ Func foregroundFullScreenMonitorProvider,
+ Func loopbackLevelProvider,
+ Func? now = null)
+ {
+ _foregroundFullScreenMonitorProvider = foregroundFullScreenMonitorProvider;
+ _loopbackLevelProvider = loopbackLevelProvider;
+ _now = now ?? (() => DateTime.Now);
+ }
+
+ public bool IsGameAudioActive => _hysteresis.IsActive;
+
+ public event Action? 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);
+ }
+}
diff --git a/Services/GameAudioHysteresis.cs b/Services/GameAudioHysteresis.cs
new file mode 100644
index 0000000..c39ae7f
--- /dev/null
+++ b/Services/GameAudioHysteresis.cs
@@ -0,0 +1,57 @@
+namespace ytLive.Services;
+
+///
+/// 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 — "a working game with sound". HIDE: the
+/// app leaves fullscreen/foreground for — the
+/// game is no longer up in the preview. Silence NEVER hides an active bar; it
+/// only matters for the initial show. No timers; is fed by
+/// the caller with a clock.
+///
+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;
+ }
+ }
+ }
+}
diff --git a/Services/IGameAudioDetector.cs b/Services/IGameAudioDetector.cs
new file mode 100644
index 0000000..c33af26
--- /dev/null
+++ b/Services/IGameAudioDetector.cs
@@ -0,0 +1,20 @@
+namespace ytLive.Services;
+
+///
+/// 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.
+///
+public interface IGameAudioDetector
+{
+ /// True while the game audio bar should be visible.
+ bool IsGameAudioActive { get; }
+
+ /// Raised when the bar should appear or disappear.
+ event Action? IsGameAudioActiveChanged;
+
+ /// Samples the injected providers and advances the state machine.
+ void Poll();
+}
diff --git a/Services/index.md b/Services/index.md
index 830c58d..4e84ecb 100644
--- a/Services/index.md
+++ b/Services/index.md
@@ -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` 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` 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` 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).
diff --git a/TASKS.md b/TASKS.md
index 32c3beb..f245558 100644
--- a/TASKS.md
+++ b/TASKS.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)
diff --git a/ViewModels/MainViewModel.cs b/ViewModels/MainViewModel.cs
index f945fcb..a3f5f9d 100644
--- a/ViewModels/MainViewModel.cs
+++ b/ViewModels/MainViewModel.cs
@@ -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. ───
/// 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.
@@ -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");
+
+ /// Mic connection state, driven by the mixer's MicConnected/MicFailed
+ /// events and the startup device check (see StartMicCaptureAsync).
+ public MicStatus MicStatus
+ {
+ get => _micStatus;
+ private set
+ {
+ if (SetProperty(ref _micStatus, value))
+ {
+ OnPropertyChanged(nameof(MicStatusBrush));
+ OnPropertyChanged(nameof(MicStatusToolTip));
+ }
+ }
+ }
+
+ /// Status dot: green = connected, yellow = problem with the requested
+ /// connection, red = not connected (no device / not started).
+ 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. ───
+
+ /// True while the game audio bar should be shown (driven by
+ /// IGameAudioDetector via the poll timer).
+ public bool IsGameAudioBarVisible
+ {
+ get => _isGameAudioBarVisible;
+ private set => SetProperty(ref _isGameAudioBarVisible, value);
+ }
+
+ /// Live desktop/game input level (0..1), fed by the mixer's loopback
+ /// capture. Read by the game meter, scaled by GameAudioVolume.
+ public double GameAudioLevel
+ {
+ get => _gameAudioLevel;
+ set
+ {
+ if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
+ {
+ OnPropertyChanged(nameof(GameMeterFillWidth));
+ OnPropertyChanged(nameof(GameMeterBrush));
+ }
+ }
+ }
+
+ /// 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.
+ 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;
+ }
+
+ /// Game audio gain (0..1, unity default). Running to 0 mutes; the
+ /// prior level is remembered so the speaker button can restore it.
+ 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));
+ }
+ }
+ }
+
+ /// Read-only: true whenever the volume is 0 (the slider and the
+ /// speaker can never disagree).
+ 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;
+ }
+
+ /// 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).
+ 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.
diff --git a/ViewModels/index.md b/ViewModels/index.md
index d3c1938..dd36b39 100644
--- a/ViewModels/index.md
+++ b/ViewModels/index.md
@@ -4,7 +4,7 @@ MVVM layer. See [`schema.md`](../schema.md) for the memory-map conventions.
| File | Purpose |
|------|---------|
-| `MainViewModel.cs` | The app brain: scenes/elements collections + commands, stream state (`IsLive`/`IsOffline`/`IsConnected`), chat feed, overlays, layout save/open, **resolution dropdown** (`QualityOptions`, `SelectedQuality`, `ResolutionHelp`, `ApplyStreamQuality`) that computes the output rect over the 1920×1080 master (`OutputRectX/Y/W/H`, `DimRects`, `IsOutputCropped`, `ResolutionBadgeText`). Auth: loads the saved DPAPI session at startup (`LoadSavedSessionAsync`), `SignInAsync` feeds the GoLive dialog; **End Livestream signs out** (`StopStream` clears session + token — crash-safe). **Connected account:** top-bar avatar/name (`AccountAvatarUrl`/`AccountDisplayName` via `SyncConnectedAccount`, cleared on End). **Audio (KISS — the mic is the creator's only audio control; capture pipeline still pending):** the sound meter is a **READ-ONLY realtime level display**: fill = `Math.Min(1, AudioLevel * MicVolume)` (`MeterFillWidth`/`MeterBrush`, green→yellow→red, zone markers at 60%/80%), where `AudioLevel` (live input, 0 with no input) is fed by the audio mixer once capture lands and `MicVolume` acts as a gain on ambient noise; while the slider is dragged the bar previews the slider position (`SetVolumeAdjusting`), returning to the live level on release (0 with no input — clicking the meter does nothing); `MicVolume` (default 0.8) + read-only `MicMuted`/`MicMuteText`/`ToggleMicMuteCommand` — **MicVolume drives MicMuted** (muted ⇔ volume 0): sliding to 0 flips the speaker to muted, sliding up from 0 clears it; muting stores the prior volume, unmuting restores it (default 0.8 if unknown) and flashes the meter to the restored position ~300ms (`BeginVolumeFlash`/`EndVolumeFlash`); `MicSourceName` = picked voice source, shown left-justified inside the meter bar (the fill runs at 75% opacity so the text + ruler markings show through); `OpenMicPickerCommand`/`PickMicrophone()` open the `MicPickerDialog`; desktop/game audio is automatic (WASAPI loopback at unity, zero UI). **Webcam:** owns `CameraManager` (MediaCapture), `AddWebcamToActiveSceneAsync` (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via `SwapWebcamIdentityAsync`, same path as `ChangeWebcamAsync`; propagates the running shared bitmap via `CameraManager.GetPreviewBitmap` first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via `CanAddWebcamToActiveScene`), `ChangeWebcamAsync` (device swap — `ReleaseAllAsync` old + re-acquire), `ShowWebcamInActiveScene` (reveal hidden config / empty-canvas right-click), `ReacquireWebcam` after layout load (re-propagates the shared bitmap to every config), `OnCameraPreviewBitmapChanged` forwards the shared bitmap into every `WebcamSceneConfig.VideoImageSource`; `SelectedElement` drives the preview overlay + `internal ClampWebcamToBounds(config, sceneName)` (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via `MaxWebcamWidthFor`/`MaxWebcamHeightFor`). **Scenes (five-scene catalog):** empty DB seeds Starting/Live/BRB/Chat/Ending (`SceneCatalog.All`); `AddScene(name)` accepts only canonical, missing names; `MissingScenes`/`ShowAddScene` drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via `AddSceneCommand`). **Screen backdrop (Live-only by policy):** owns `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture), `internal static EnsureBackdrop` heals one per backdrop-enabled scene (gated on `Scene.HasBackdrop`), `ReacquireScreenCaptures`/`RefreshBackdropAutoCapture`/`NoteBackgroundWindow` key by full-screen game monitor or the **primary display** via `Win32FullScreenDetector` (`GetDisplays()`/`PrimaryMonitorIndex()`), `ChangeBackdropCaptureAsync` (OS picker) + `SetBackdropCapture(DisplayInfo)` (in-app "Capture Display"), `RedesignateBackdropAsync` re-targets all backdrops and releases orphaned sessions, `internal static EnforceBackdropPolicy` normalizes `Scene.HasBackdrop` by name on every load + strips lingering non-Live backdrops, `CanChangeBackdrop` gates the capture menu to Live (the only scene with a backdrop), `BackdropImage` hides the preview watermark (`ShowPreviewPlaceholder`) |
+| `MainViewModel.cs` | The app brain: scenes/elements collections + commands, stream state (`IsLive`/`IsOffline`/`IsConnected`), chat feed, overlays, layout save/open, **resolution dropdown** (`QualityOptions`, `SelectedQuality`, `ResolutionHelp`, `ApplyStreamQuality`) that computes the output rect over the 1920×1080 master (`OutputRectX/Y/W/H`, `DimRects`, `IsOutputCropped`, `ResolutionBadgeText`). Auth: loads the saved DPAPI session at startup (`LoadSavedSessionAsync`), `SignInAsync` feeds the GoLive dialog; **End Livestream signs out** (`StopStream` clears session + token — crash-safe). **Connected account:** top-bar avatar/name (`AccountAvatarUrl`/`AccountDisplayName` via `SyncConnectedAccount`, cleared on End). **Audio (KISS — the mic is the creator's only audio control; capture SHIPPED, runs for the app's lifetime so both meters preview live):** the sound meter is a **READ-ONLY realtime level display**: fill = `Math.Min(1, AudioLevel * MicVolume)` (`MeterFillWidth`/`MeterBrush`, green→yellow→red, zone markers at 60%/80%), where `AudioLevel` (live input, 0 with no input) is fed by the audio mixer once capture lands and `MicVolume` acts as a gain on ambient noise; while the slider is dragged the bar previews the slider position (`SetVolumeAdjusting`), returning to the live level on release (0 with no input — clicking the meter does nothing); `MicVolume` (default 0.8) + read-only `MicMuted`/`MicMuteText`/`ToggleMicMuteCommand` — **MicVolume drives MicMuted** (muted ⇔ volume 0): sliding to 0 flips the speaker to muted, sliding up from 0 clears it; muting stores the prior volume, unmuting restores it (default 0.8 if unknown) and flashes the meter to the restored position ~300ms (`BeginVolumeFlash`/`EndVolumeFlash`); `MicSourceName` = picked voice source, shown left-justified inside the meter bar (the fill runs at 75% opacity so the text + ruler markings show through); `OpenMicPickerCommand`/`PickMicrophone()` open the `MicPickerDialog` (a picked device takes effect immediately — `PickMicrophone` swaps the live source via `_audioMixer.RestartMic()`, loopback keeps running); the **MIC label is a button** (`OpenMicPickerCommand`) with a **status dot** (`MicStatus`, `Models/MicStatus`: green = `MicConnected` via the source's `Started` event, yellow = `MicFailed` — in use/unplugged, red = no mic device at startup; `MicStatusBrush`/`MicStatusToolTip`); capture starts once at startup (`StartMicCaptureAsync`) — NOT go-live (`BeginGoLive`/`StopStream` no longer touch the mixer) — zero devices = red dot + the mixer never starts. **Game audio bar** (desktop/game, beneath the preview — a mirror of the mic bar): `IsGameAudioBarVisible` (shown only while a full-screen game is producing sound — the VM polls `IGameAudioDetector` via the default `GameAudioDetector` every 250ms (`_gameAudioTimer`); the pure `GameAudioHysteresis` SHOWs after ~500ms of fullscreen+sound, HIDEs ~1s after leaving fullscreen, and **silence never hides an active bar**), `GameAudioLevel` (loopback meter via `LoopbackLevelChanged`, scaled by volume), `GameMuted`/`GameMuteText`/`ToggleGameMuteCommand`, `GameAudioVolume` (0..1 volume slider), `Begin/End/CancelGameVolumeFlash` (mirrors the mic bar's volume flash); the game speaker + slider share the mic bar's `PreviewMouseLeftButtonDown/Up` + `LostMouseCapture` code-behind pattern. **Webcam:** owns `CameraManager` (MediaCapture), `AddWebcamToActiveSceneAsync` (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via `SwapWebcamIdentityAsync`, same path as `ChangeWebcamAsync`; propagates the running shared bitmap via `CameraManager.GetPreviewBitmap` first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via `CanAddWebcamToActiveScene`), `ChangeWebcamAsync` (device swap — `ReleaseAllAsync` old + re-acquire), `ShowWebcamInActiveScene` (reveal hidden config / empty-canvas right-click), `ReacquireWebcam` after layout load (re-propagates the shared bitmap to every config), `OnCameraPreviewBitmapChanged` forwards the shared bitmap into every `WebcamSceneConfig.VideoImageSource`; `SelectedElement` drives the preview overlay + `internal ClampWebcamToBounds(config, sceneName)` (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via `MaxWebcamWidthFor`/`MaxWebcamHeightFor`). **Scenes (five-scene catalog):** empty DB seeds Starting/Live/BRB/Chat/Ending (`SceneCatalog.All`); `AddScene(name)` accepts only canonical, missing names; `MissingScenes`/`ShowAddScene` drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via `AddSceneCommand`). **Screen backdrop (Live-only by policy):** owns `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture), `internal static EnsureBackdrop` heals one per backdrop-enabled scene (gated on `Scene.HasBackdrop`), `ReacquireScreenCaptures`/`RefreshBackdropAutoCapture`/`NoteBackgroundWindow` key by full-screen game monitor or the **primary display** via `Win32FullScreenDetector` (`GetDisplays()`/`PrimaryMonitorIndex()`), `ChangeBackdropCaptureAsync` (OS picker) + `SetBackdropCapture(DisplayInfo)` (in-app "Capture Display"), `RedesignateBackdropAsync` re-targets all backdrops and releases orphaned sessions, `internal static EnforceBackdropPolicy` normalizes `Scene.HasBackdrop` by name on every load + strips lingering non-Live backdrops, `CanChangeBackdrop` gates the capture menu to Live (the only scene with a backdrop), `BackdropImage` hides the preview watermark (`ShowPreviewPlaceholder`) |
| `GoLiveViewModel.cs` | Start Stream dialog: **account row** (saved channel shown with Change Account, or Sign in to YouTube; Start gated on `IsSignedIn`/`IsBusy`) + title/description/visibility, start/cancel requests |
| `ReuseImageViewModel.cs` | Add Image dialog: candidate list (`ReuseImageCandidate`), reuse/new/cancel |
| `CameraPickerViewModel.cs` | Add Webcam dialog: async camera list (loading / has / none states), `UseRequested(CameraDeviceInfo)`/`CancelRequested` |
diff --git a/ai.md b/ai.md
index f33c505..c7275b9 100644
--- a/ai.md
+++ b/ai.md
@@ -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` 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)
diff --git a/ytLive.Tests/AudioMixerTests.cs b/ytLive.Tests/AudioMixerTests.cs
index d613b90..917a5fd 100644
--- a/ytLive.Tests/AudioMixerTests.cs
+++ b/ytLive.Tests/AudioMixerTests.cs
@@ -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? SampleReady;
public event Action? 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();
+ 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();
+ 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()
{
diff --git a/ytLive.Tests/GameAudioDetectorTests.cs b/ytLive.Tests/GameAudioDetectorTests.cs
new file mode 100644
index 0000000..818d879
--- /dev/null
+++ b/ytLive.Tests/GameAudioDetectorTests.cs
@@ -0,0 +1,76 @@
+using Xunit;
+using ytLive.Services;
+
+namespace ytLive.Tests;
+
+///
+/// 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.
+///
+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();
+ 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);
+ }
+}
diff --git a/ytLive.Tests/GameAudioHysteresisTests.cs b/ytLive.Tests/GameAudioHysteresisTests.cs
new file mode 100644
index 0000000..7dc61a0
--- /dev/null
+++ b/ytLive.Tests/GameAudioHysteresisTests.cs
@@ -0,0 +1,82 @@
+using Xunit;
+using ytLive.Services;
+
+namespace ytLive.Tests;
+
+///
+/// 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).
+///
+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);
+ }
+ }
+}