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:
+267
-7
@@ -27,6 +27,8 @@ public class MainViewModel : ViewModelBase
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private readonly YouTubeChatService _youtubeChat;
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private readonly DispatcherTimer _liveTimer;
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private readonly DispatcherTimer _volumeFlashTimer;
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private readonly DispatcherTimer _gameVolumeFlashTimer;
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private readonly DispatcherTimer _gameAudioTimer;
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private Scene? _activeScene;
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private SceneElement? _selectedElement;
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@@ -41,6 +43,14 @@ public class MainViewModel : ViewModelBase
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private bool _micMuted;
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private double? _volumeBeforeMute;
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private string? _micSourceName;
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private MicStatus _micStatus = MicStatus.NotConnected;
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private double _gameAudioLevel;
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private bool _gameVolumeAdjusting;
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private bool _gameVolumeFlash;
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private double _gameVolume = 1.0;
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private bool _gameMuted;
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private double? _gameVolumeBeforeMute;
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private bool _isGameAudioBarVisible;
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private StreamStatus _streamStatus = StreamStatus.Offline;
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private StreamHealth _currentHealth = new();
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private string _streamTitle = string.Empty;
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@@ -84,9 +94,11 @@ public class MainViewModel : ViewModelBase
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private readonly IMicrophoneEnumerator _microphoneEnumerator;
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// Live audio capture (TASK 4 ship step 4): desktop/game via WASAPI loopback,
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// mic via WASAPI capture, both owned by the mixer and running only while
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// live. Mic level feeds AudioLevel (the meter); loopback is for the future
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// encoder mix. Private by design — no UI beyond the existing mic controls.
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// mic via WASAPI capture, both owned by the mixer. Capture runs for the app's
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// lifetime (started at startup, stopped on shutdown) so the footer meters
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// stay live in preview. Mic level feeds AudioLevel (the meter); loopback
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// feeds the game audio bar's meter. Private by design — the mixer surfaces
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// the levels + mic connection state to the UI.
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private readonly AudioMixer _audioMixer;
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// Live frame pipeline (TASK 4 ship step 5): composites the active scene at the
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@@ -101,6 +113,7 @@ public class MainViewModel : ViewModelBase
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private readonly IFullScreenDetector _fullScreenDetector;
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private readonly ScreenCaptureManager _screenCaptureManager;
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private readonly ScreenCaptureSourceFactory _screenCaptureFactory;
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private readonly IGameAudioDetector _gameAudioDetector;
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private int? _lastForegroundFullScreenMonitor;
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private CancellationTokenSource? _deactivateCts;
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private ImageSource? _backdropImage;
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@@ -272,8 +285,9 @@ public class MainViewModel : ViewModelBase
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private set => SetProperty(ref _accountDisplayName, value);
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}
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// ─── Audio (KISS: desktop/game audio is automatic — zero UI. The creator's
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// ─── only audio control is the mic: meter + volume + mute.) ───
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// ─── Audio: the mic bar (meter + volume + mute + status dot) is always
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// ─── visible; the game bar (meter + volume + mute) appears only while a
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// ─── full-screen game is producing sound. Both meters preview live. ───
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/// <summary>Live mic input level (0..1) — fed by the audio mixer once capture
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/// lands; 0 with no input. Read by the meter, scaled by MicVolume.</summary>
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@@ -409,7 +423,170 @@ public class MainViewModel : ViewModelBase
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Owner = System.Windows.Application.Current?.MainWindow
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};
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if (dialog.ShowDialog() == true && dialog.PickedDevice != null)
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{
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MicSourceName = dialog.PickedDevice.DisplayName;
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_audioMixer.RestartMic(); // swap the live device immediately
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}
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}
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// ─── Mic status dot (the MIC button) ───
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private static readonly SolidColorBrush MicProblemBrush = CreateBrush("#f1c40f");
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/// <summary>Mic connection state, driven by the mixer's MicConnected/MicFailed
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/// events and the startup device check (see StartMicCaptureAsync).</summary>
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public MicStatus MicStatus
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{
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get => _micStatus;
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private set
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{
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if (SetProperty(ref _micStatus, value))
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{
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OnPropertyChanged(nameof(MicStatusBrush));
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OnPropertyChanged(nameof(MicStatusToolTip));
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}
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}
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}
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/// <summary>Status dot: green = connected, yellow = problem with the requested
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/// connection, red = not connected (no device / not started).</summary>
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public SolidColorBrush MicStatusBrush => MicStatus switch
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{
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MicStatus.Connected => BarOnBrush,
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MicStatus.Problem => MicProblemBrush,
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_ => BarOffBrush,
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};
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public string MicStatusToolTip => MicStatus switch
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{
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MicStatus.Connected => "Mic connected — click to change",
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MicStatus.Problem => "Mic problem — the requested microphone is unavailable (in use or unplugged). Click to change",
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_ => "No mic connected — click to choose a microphone",
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};
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// ─── Game audio bar (desktop/game): visible only while a full-screen game
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// ─── is producing sound (IGameAudioDetector). Meter + mute + volume mirror
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// ─── the mic bar. ───
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/// <summary>True while the game audio bar should be shown (driven by
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/// IGameAudioDetector via the poll timer).</summary>
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public bool IsGameAudioBarVisible
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{
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get => _isGameAudioBarVisible;
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private set => SetProperty(ref _isGameAudioBarVisible, value);
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}
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/// <summary>Live desktop/game input level (0..1), fed by the mixer's loopback
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/// capture. Read by the game meter, scaled by GameAudioVolume.</summary>
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public double GameAudioLevel
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{
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get => _gameAudioLevel;
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set
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{
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if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
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{
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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}
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/// <summary>Displayed game meter level: 0 while muted; the volume position
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/// while the slider is dragged (or briefly after an unmute flash); otherwise
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/// the realtime live level scaled by volume.</summary>
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private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, GameAudioLevel * GameAudioVolume);
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public double GameMeterFillWidth => GameMeterLevel * 288;
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public string GameMeterBrush => GameMeterLevel switch
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{
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< 0.6 => "#22c55e",
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< 0.8 => "#eab308",
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_ => "#ef4444",
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};
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public void SetGameVolumeAdjusting(bool adjusting)
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{
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if (adjusting)
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CancelGameVolumeFlash();
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if (SetProperty(ref _gameVolumeAdjusting, adjusting))
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{
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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private void BeginGameVolumeFlash()
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{
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_gameVolumeFlash = true;
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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_gameVolumeFlashTimer.Stop();
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_gameVolumeFlashTimer.Start();
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}
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private void EndGameVolumeFlash()
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{
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_gameVolumeFlashTimer.Stop();
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if (_gameVolumeFlash)
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{
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_gameVolumeFlash = false;
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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private void CancelGameVolumeFlash()
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{
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_gameVolumeFlashTimer.Stop();
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_gameVolumeFlash = false;
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}
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/// <summary>Game audio gain (0..1, unity default). Running to 0 mutes; the
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/// prior level is remembered so the speaker button can restore it.</summary>
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public double GameAudioVolume
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{
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get => _gameVolume;
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set
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{
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var clamped = Math.Clamp(value, 0, 1);
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if (clamped == 0 && !_gameMuted)
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_gameVolumeBeforeMute ??= _gameVolume;
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if (SetProperty(ref _gameVolume, clamped))
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{
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var muted = clamped == 0;
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if (_gameMuted != muted)
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{
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_gameMuted = muted;
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OnPropertyChanged(nameof(GameMuted));
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OnPropertyChanged(nameof(GameMuteText));
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}
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if (!muted)
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_gameVolumeBeforeMute = null;
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OnPropertyChanged(nameof(GameMeterFillWidth));
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OnPropertyChanged(nameof(GameMeterBrush));
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}
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}
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}
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/// <summary>Read-only: true whenever the volume is 0 (the slider and the
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/// speaker can never disagree).</summary>
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public bool GameMuted => _gameMuted;
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public string GameMuteText => GameMuted ? "Unmute" : "Mute";
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private void ToggleGameMute()
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{
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if (GameMuted)
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{
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GameAudioVolume = _gameVolumeBeforeMute ?? 1.0;
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BeginGameVolumeFlash();
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}
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else
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{
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_gameVolumeBeforeMute = GameAudioVolume;
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GameAudioVolume = 0;
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}
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}
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public bool IsOffline => StreamStatus == StreamStatus.Offline;
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@@ -759,6 +936,7 @@ public class MainViewModel : ViewModelBase
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public ICommand RefreshCaptureCommand { get; }
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public ICommand SetBackdropDisplayCommand { get; }
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public ICommand ToggleMicMuteCommand { get; }
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public ICommand ToggleGameMuteCommand { get; }
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public ICommand OpenMicPickerCommand { get; }
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public ICommand OpenSocialDialogCommand { get; }
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public ICommand StartStreamCommand { get; }
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@@ -795,6 +973,9 @@ public class MainViewModel : ViewModelBase
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_volumeFlashTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(300) };
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_volumeFlashTimer.Tick += (_, _) => EndVolumeFlash();
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_gameVolumeFlashTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(300) };
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_gameVolumeFlashTimer.Tick += (_, _) => EndGameVolumeFlash();
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_saveDebounce = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(1500) };
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_saveDebounce.Tick += (_, _) => SaveLayoutNow();
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@@ -820,6 +1001,7 @@ public class MainViewModel : ViewModelBase
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RefreshCaptureCommand = new RelayCommand(_ => RefreshBackdropAutoCapture());
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SetBackdropDisplayCommand = new RelayCommand(display => SetBackdropCapture(display as DisplayInfo));
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ToggleMicMuteCommand = new RelayCommand(_ => ToggleMicMute());
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ToggleGameMuteCommand = new RelayCommand(_ => ToggleGameMute());
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OpenMicPickerCommand = new RelayCommand(_ => PickMicrophone());
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OpenSettingsCommand = new RelayCommand(_ => ShowOverlay(nameof(IsSettingsOpen), "App Settings"));
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OpenBugCommand = new RelayCommand(_ => ShowOverlay(nameof(IsBugOpen), "Report Bug"));
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@@ -853,10 +1035,22 @@ public class MainViewModel : ViewModelBase
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new WasapiLoopbackAudioSource(),
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message => AppLog.Write(message));
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_audioMixer.MicLevelChanged += OnMicLevelChanged;
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_audioMixer.LoopbackLevelChanged += OnLoopbackLevelChanged;
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_audioMixer.MicConnected += OnMicConnected;
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_audioMixer.MicFailed += OnMicFailed;
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_ = StartMicCaptureAsync();
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_fullScreenDetector = new Win32FullScreenDetector();
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foreach (var display in _fullScreenDetector.GetDisplays())
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Displays.Add(display);
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_gameAudioDetector = new GameAudioDetector(
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() => _fullScreenDetector.GetForegroundFullScreenMonitorIndex(),
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() => (float)GameAudioLevel);
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_gameAudioDetector.IsGameAudioActiveChanged += OnGameAudioActiveChanged;
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_gameAudioTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(250) };
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_gameAudioTimer.Tick += OnGameAudioPollTick;
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_gameAudioTimer.Start();
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_screenCaptureFactory = new ScreenCaptureSourceFactory(
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() => new WindowInteropHelper(System.Windows.Application.Current?.MainWindow).Handle);
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_screenCaptureManager = new ScreenCaptureManager(
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@@ -1191,6 +1385,8 @@ public class MainViewModel : ViewModelBase
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{
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_saveDebounce?.Stop();
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SaveLayoutNow();
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_gameAudioTimer.Stop();
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_audioMixer.Dispose();
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_framePump.Dispose();
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_cameraManager.Dispose();
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_screenCaptureManager.Dispose();
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@@ -1761,7 +1957,6 @@ public class MainViewModel : ViewModelBase
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? "ytLlive"
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: $"{dialog.StreamTitle} — ytLlive";
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StreamStatus = StreamStatus.Streaming;
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_audioMixer.Start();
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_ = _framePump.StartAsync(); // never throws; failures log + surface via Failed
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}
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}
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@@ -1770,7 +1965,8 @@ public class MainViewModel : ViewModelBase
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{
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StreamStatus = StreamStatus.Offline;
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WindowTitle = "ytLlive";
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_audioMixer.Stop();
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// Audio capture is always-on (preview monitoring); only the frame pump
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// and the session stop here.
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_ = _framePump.StopAsync();
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// Graceful end completes the session = signs out (the DPAPI token is
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// cleared so the next Start Stream requires a fresh sign-in). A crash
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@@ -1793,6 +1989,70 @@ public class MainViewModel : ViewModelBase
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AudioLevel = level;
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}
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private void OnLoopbackLevelChanged(float level)
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{
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => GameAudioLevel = level);
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else
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GameAudioLevel = level;
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}
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private void OnMicConnected()
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{
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => MicStatus = MicStatus.Connected);
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else
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MicStatus = MicStatus.Connected;
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}
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private void OnMicFailed(Exception ex)
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{
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// The mixer logs the failure detail; here we only flip the dot to yellow.
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var dispatcher = System.Windows.Application.Current?.Dispatcher;
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if (dispatcher != null && !dispatcher.CheckAccess())
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dispatcher.BeginInvoke(() => MicStatus = MicStatus.Problem);
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else
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MicStatus = MicStatus.Problem;
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}
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/// <summary>Starts capture once at startup: with no mic device present the
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/// dot stays red and capture never starts; otherwise the mixer starts and
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/// raises MicConnected (green) or MicFailed (yellow).</summary>
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private async Task StartMicCaptureAsync()
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{
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try
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{
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var mics = await _microphoneEnumerator.GetMicrophonesAsync();
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if (mics.Count == 0)
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{
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MicStatus = MicStatus.NotConnected;
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AppLog.Write("Mic: no capture devices found — mic capture not started");
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return;
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}
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_audioMixer.Start();
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}
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catch (Exception ex)
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{
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AppLog.Write($"Mic: device check failed: {ex.Message}");
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}
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}
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private void OnGameAudioActiveChanged(bool active) => IsGameAudioBarVisible = active;
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private void OnGameAudioPollTick(object? sender, EventArgs e)
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{
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try
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{
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_gameAudioDetector.Poll();
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}
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catch (Exception ex)
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{
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AppLog.Write($"Game audio detection failed: {ex.Message}");
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}
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}
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// Scene-element → latest frame, for the live compositor. The map mirrors the
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// preview: webcam by DeviceId, live captures (the backdrop) by CaptureKey,
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// images/background by AssetId. A null frame leaves the element transparent.
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+1
-1
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user