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
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namespace ytLive.Models;
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/// <summary>Footer mic indicator state (the dot beside the MIC button):
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/// <see cref="Connected"/> = mic capture is running; <see cref="Problem"/> = a
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/// mic was requested but the connection failed (device in use, unplugged, or
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/// unavailable); <see cref="NotConnected"/> = no capture is active (e.g. no
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/// mic device present).</summary>
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public enum MicStatus
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{
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NotConnected,
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Connected,
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Problem
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}
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