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:
@@ -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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user