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:
2026-08-13 11:29:44 -07:00
parent ea250c02a6
commit 9f9ed34627
20 changed files with 897 additions and 82 deletions
+57
View File
@@ -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;
}
}
}
}