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.Services;
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/// <summary>
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/// Default <see cref="IGameAudioDetector"/>: samples a full-screen monitor
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/// provider (the existing <c>IFullScreenDetector</c>) and the live loopback
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/// level and advances a <see cref="GameAudioHysteresis"/>. The pure transitions
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/// live in GameAudioHysteresis (unit-tested); this wrapper owns the providers
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/// and the raised-changed event. WPF-free — the VM owns the poll timer.
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/// </summary>
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public sealed class GameAudioDetector : IGameAudioDetector
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{
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private const float SoundFloor = 0.005f;
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private readonly Func<int?> _foregroundFullScreenMonitorProvider;
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private readonly Func<float> _loopbackLevelProvider;
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private readonly Func<DateTime> _now;
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private readonly GameAudioHysteresis _hysteresis = new();
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/// <param name="foregroundFullScreenMonitorProvider">Returns the monitor a
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/// full-screen foreground window covers, or null when windowed/none.</param>
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/// <param name="loopbackLevelProvider">Current smoothed desktop/game level (0..1).</param>
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/// <param name="now">Clock for the hysteresis windows; injectable for tests.</param>
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public GameAudioDetector(
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Func<int?> foregroundFullScreenMonitorProvider,
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Func<float> loopbackLevelProvider,
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Func<DateTime>? now = null)
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{
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_foregroundFullScreenMonitorProvider = foregroundFullScreenMonitorProvider;
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_loopbackLevelProvider = loopbackLevelProvider;
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_now = now ?? (() => DateTime.Now);
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}
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public bool IsGameAudioActive => _hysteresis.IsActive;
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public event Action<bool>? IsGameAudioActiveChanged;
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public void Poll()
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{
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var before = _hysteresis.IsActive;
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var isFullScreen = _foregroundFullScreenMonitorProvider() != null;
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var hasSound = _loopbackLevelProvider() > SoundFloor;
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_hysteresis.Update(isFullScreen, hasSound, _now());
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if (before != _hysteresis.IsActive)
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IsGameAudioActiveChanged?.Invoke(_hysteresis.IsActive);
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}
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}
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