TASK 24 post-pause polish batch (creator's 8 review issues, 2026-08-15): (1) desktop/game audio volume slider + (2) mute were no-ops — the AudioMixer's gain Func seams defaulted to unity because the VM never passed them; new AudioGainProvider (Services/Audio/) wires MicMuted/MicVolume/GameMuted/GameAudioVolume into the mixer at construction, read live each mix tick, so sliders and mutes are stream-honest; the game bar also scales TRAX locally via new MusicPlayer.LocalGain (UpdateTraxLocalGain on every game volume/mute change + on load) so the creator HEARS the controls work on the music in the headphones. (3) TRAX played once then stopped — OnPlaybackStopped only looped on Position>=Length (unreliable for MediaFoundationReader); now any clean stop rewinds + replays, errors/explicit stops surface via PlaybackEnded; unused using dropped. (4+6) TRAX moved right of Socials in the footer's left cluster (centered under scenes/sources); the mic cluster is now MIC + meter + mute + volume. (5) mic source persists — LayoutStore gains a Settings key/value table (SaveMicSourceName/LoadMicSourceName); the VM saves on pick and restores before the mixer's first Start, so a restart reconnects the same vetted device (green) or reports it missing (yellow). (7) Backdrop's missing trashcan shifted the edit/eye icons right — new HiddenBoolToVisibilityConverter keeps the trash column reserved (Hidden, not Collapsed) so every source row's icons stay in fixed columns. (8) a 1px hairline with top/bottom padding separates scenes from sources in the left panel. Docs in the same commit: ai.md (gains honest + drive TRAX locally, TRAX loops, mic persistence, footer layout), TASKS.md TASK 24, HANDOFF.md shipped state, ViewModels/index.md. ONE integration test: AudioPipelineTests.Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback (real mixer + provider gains through the pipe harness: scaled loopback audible, silence after mute). Build 0 warnings, 197 tests passing

This commit is contained in:
2026-08-15 10:23:49 -07:00
parent 86fcd868a8
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namespace ytLive.Services.Audio;
/// <summary>
/// Supplies the live-mix gain values (mic + loopback) as Func seams for
/// <see cref="AudioMixer"/>, sourced from the VM's volume/mute state. Read live
/// on every mix tick so slider drags and mutes take effect immediately on the
/// stream. Mute and zero volume can never disagree: 0 always reads as muted.
/// </summary>
public sealed class AudioGainProvider
{
private readonly Func<bool> _micMuted;
private readonly Func<double> _micVolume;
private readonly Func<bool> _gameMuted;
private readonly Func<double> _gameVolume;
public AudioGainProvider(
Func<bool> micMuted,
Func<double> micVolume,
Func<bool> gameMuted,
Func<double> gameVolume)
{
_micMuted = micMuted;
_micVolume = micVolume;
_gameMuted = gameMuted;
_gameVolume = gameVolume;
}
/// <summary>Mic gain for the live mix (0 = muted).</summary>
public double MicGain() => _micMuted() ? 0 : _micVolume();
/// <summary>Loopback (desktop/game) gain for the live mix (0 = muted).</summary>
public double LoopbackGain() => _gameMuted() ? 0 : _gameVolume();
}