Mic audio UX: realtime read-only meter + mic picker
- Meter is a READ-ONLY realtime level display: fill = Math.Min(1, AudioLevel * MicVolume) (AudioLevel = live input from the future mixer, 0 with no input; MicVolume is gain on ambient noise). While the slider is dragged the bar previews the slider position (PreviewMouseLeftButtonDown/Up + LostMouseCapture -> SetVolumeAdjusting); on release it returns to the live level (bounces to 0 with no input). Clicking the meter does nothing. - MicVolume drives MicMuted (read-only, muted <=> volume 0): sliding to 0 flips the speaker to the red slashed mute icon, sliding up from 0 clears it; speaker button runs volume to 0 or restores the prior level (_volumeBeforeMute, default 0.8) and flashes the meter to the restored position for ~300ms (BeginVolumeFlash/EndVolumeFlash DispatcherTimer, cancelled if the slider is grabbed). - MIC label opens MicPickerDialog (WinRT audio-capture device enumeration, mirrors camera picker, no new packages); the chosen voice source name shows left-justified INSIDE the meter bar (fill at 75% opacity so text + ruler markings show through). - New files: Services/IMicrophoneEnumerator, MicrophoneDeviceInfo, WinRtMicrophoneEnumerator; ViewModels/MicPickerViewModel; MicPickerDialog. - Docs updated (ai.md, TASKS.md, Services/index.md, ViewModels/index.md); build 0 warnings, 65 tests passing
This commit is contained in:
+125
-17
@@ -22,6 +22,7 @@ public class MainViewModel : ViewModelBase
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private readonly YouTubeStreamService _youtubeStream;
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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 Scene? _activeScene;
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private SceneElement? _selectedElement;
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@@ -30,8 +31,12 @@ public class MainViewModel : ViewModelBase
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private string _accountAvatarUrl = string.Empty;
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private string _accountDisplayName = string.Empty;
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private double _audioLevel;
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private double _micVolume = 1.0;
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private bool _volumeAdjusting;
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private bool _volumeFlash;
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private double _micVolume = 0.8;
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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 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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@@ -70,6 +75,8 @@ public class MainViewModel : ViewModelBase
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private readonly CameraManager _cameraManager;
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private Webcam? _webcam;
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private readonly IMicrophoneEnumerator _microphoneEnumerator;
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// Screen backdrop: a permanent live capture (desktop/game) that every scene
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// shows at the bottom layer. One shared capture session per key — the
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// ScreenCaptureManager refcounts by key, mirroring CameraManager.
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@@ -209,8 +216,8 @@ public class MainViewModel : ViewModelBase
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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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/// <summary>Current level 0..1 — fed by the audio mixer once capture lands.
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/// Drives the sound meter's fill width + zone color.</summary>
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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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public double AudioLevel
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{
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get => _audioLevel;
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@@ -224,33 +231,127 @@ public class MainViewModel : ViewModelBase
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}
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}
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public double MeterFillWidth => AudioLevel * 360;
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/// <summary>Displayed meter level: 0 while muted; the volume position while
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/// the slider is being dragged (or briefly after an unmute, so the restored
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/// level flashes on the bar) so the creator sees where they're setting it;
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/// otherwise the realtime live level scaled by volume (raising the volume
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/// moves ambient noise up the bar). Read-only meter.</summary>
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private double MeterLevel => MicMuted ? 0 : _volumeAdjusting || _volumeFlash ? MicVolume : Math.Min(1, AudioLevel * MicVolume);
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public string MeterBrush => AudioLevel switch
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public double MeterFillWidth => MeterLevel * 288;
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public string MeterBrush => MeterLevel 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 double MicVolume
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/// <summary>Previewes the volume position while the slider is dragged; the
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/// bar returns to the live level on release (empty when there is no input).
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/// Starting a drag cancels any pending unmute flash.</summary>
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public void SetVolumeAdjusting(bool adjusting)
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{
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get => _micVolume;
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set => SetProperty(ref _micVolume, Math.Clamp(value, 0, 1));
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}
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public bool MicMuted
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{
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get => _micMuted;
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set
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if (adjusting)
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CancelVolumeFlash();
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if (SetProperty(ref _volumeAdjusting, adjusting))
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{
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if (SetProperty(ref _micMuted, value))
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OnPropertyChanged(nameof(MicMuteText));
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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}
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}
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private void BeginVolumeFlash()
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{
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_volumeFlash = true;
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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_volumeFlashTimer.Stop();
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_volumeFlashTimer.Start();
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}
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private void EndVolumeFlash()
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{
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_volumeFlashTimer.Stop();
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if (_volumeFlash)
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{
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_volumeFlash = false;
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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}
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}
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private void CancelVolumeFlash()
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{
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_volumeFlashTimer.Stop();
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_volumeFlash = false;
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}
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/// <summary>Mic gain (0..1). Running to 0 mutes (the speaker flips to muted);
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/// moving up from 0 unmutes (the mute indicator clears). The level being left
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/// is remembered so the speaker button can restore it.</summary>
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public double MicVolume
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{
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get => _micVolume;
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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 && !_micMuted)
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_volumeBeforeMute ??= _micVolume;
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if (SetProperty(ref _micVolume, clamped))
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{
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var muted = clamped == 0;
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if (_micMuted != muted)
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{
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_micMuted = muted;
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OnPropertyChanged(nameof(MicMuted));
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OnPropertyChanged(nameof(MicMuteText));
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}
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if (!muted)
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_volumeBeforeMute = null;
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OnPropertyChanged(nameof(MeterFillWidth));
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OnPropertyChanged(nameof(MeterBrush));
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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. Only MicVolume may
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/// change it, so the slider and the speaker can never disagree.</summary>
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public bool MicMuted => _micMuted;
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public string MicMuteText => MicMuted ? "Unmute" : "Mute";
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/// <summary>Name of the picked voice source, shown under the meter on line 2.</summary>
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public string? MicSourceName
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{
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get => _micSourceName;
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private set => SetProperty(ref _micSourceName, value);
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}
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private void ToggleMicMute()
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{
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if (MicMuted)
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{
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MicVolume = _volumeBeforeMute ?? 0.8;
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BeginVolumeFlash();
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}
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else
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{
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_volumeBeforeMute = MicVolume;
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MicVolume = 0;
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}
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}
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private void PickMicrophone()
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{
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var dialog = new MicPickerDialog(new MicPickerViewModel(_microphoneEnumerator))
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{
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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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MicSourceName = dialog.PickedDevice.DisplayName;
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}
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public bool IsOffline => StreamStatus == StreamStatus.Offline;
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public bool IsLive => StreamStatus == StreamStatus.Streaming;
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public bool LiveIndicatorVisible => IsLive;
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@@ -598,6 +699,7 @@ 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 OpenMicPickerCommand { get; }
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public ICommand StartStreamCommand { get; }
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public ICommand EndStreamCommand { get; }
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public ICommand OpenSettingsCommand { get; }
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@@ -629,6 +731,9 @@ public class MainViewModel : ViewModelBase
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_liveTimer = new DispatcherTimer { Interval = TimeSpan.FromSeconds(1) };
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_liveTimer.Tick += OnLiveTimerTick;
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_volumeFlashTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(300) };
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_volumeFlashTimer.Tick += (_, _) => EndVolumeFlash();
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_saveDebounce = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(1500) };
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_saveDebounce.Tick += (_, _) => SaveLayoutNow();
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@@ -652,7 +757,8 @@ public class MainViewModel : ViewModelBase
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ChangeCaptureCommand = new RelayCommand(_ => _ = ChangeBackdropCaptureAsync());
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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(_ => MicMuted = !MicMuted);
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ToggleMicMuteCommand = new RelayCommand(_ => ToggleMicMute());
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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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OpenFeatureCommand = new RelayCommand(_ => ShowOverlay(nameof(IsFeatureOpen), "Feature Request"));
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@@ -677,6 +783,8 @@ public class MainViewModel : ViewModelBase
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System.Windows.Application.Current?.Dispatcher);
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_cameraManager.PreviewBitmapChanged += OnCameraPreviewBitmapChanged;
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_microphoneEnumerator = new WinRtMicrophoneEnumerator();
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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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@@ -0,0 +1,86 @@
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using System.Collections.ObjectModel;
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using System.Windows.Input;
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using ytLive.Helpers;
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using ytLive.Services;
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namespace ytLive.ViewModels;
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public class MicPickerCandidate
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{
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public MicrophoneDeviceInfo Device { get; }
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public string Name => Device.DisplayName;
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public MicPickerCandidate(MicrophoneDeviceInfo device)
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{
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Device = device;
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}
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}
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public class MicPickerViewModel : ViewModelBase
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{
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private readonly IMicrophoneEnumerator _enumerator;
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private MicPickerCandidate? _selectedMic;
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private bool _isLoading = true;
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public ObservableCollection<MicPickerCandidate> Microphones { get; } = new();
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public bool IsLoading
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{
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get => _isLoading;
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private set => SetProperty(ref _isLoading, value);
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}
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public bool HasMicrophones => !IsLoading && Microphones.Count > 0;
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public bool NoMicrophones => !IsLoading && Microphones.Count == 0;
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public MicPickerCandidate? SelectedMic
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{
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get => _selectedMic;
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set
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{
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if (SetProperty(ref _selectedMic, value))
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CommandManager.InvalidateRequerySuggested();
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}
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}
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public ICommand UseSelectedCommand { get; }
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public ICommand CancelCommand { get; }
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public event Action<MicrophoneDeviceInfo>? UseRequested;
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public event Action? CancelRequested;
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public MicPickerViewModel(IMicrophoneEnumerator enumerator)
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{
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_enumerator = enumerator;
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UseSelectedCommand = new RelayCommand(
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_ => { if (SelectedMic != null) UseRequested?.Invoke(SelectedMic.Device); },
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_ => SelectedMic != null);
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CancelCommand = new RelayCommand(_ => CancelRequested?.Invoke());
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_ = LoadAsync();
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}
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private async Task LoadAsync()
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{
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IsLoading = true;
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try
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{
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var devices = await _enumerator.GetMicrophonesAsync();
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Microphones.Clear();
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foreach (var device in devices)
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Microphones.Add(new MicPickerCandidate(device));
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if (Microphones.Count > 0)
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SelectedMic = Microphones[0];
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}
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catch (Exception ex)
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{
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AppLog.Write($"MicPickerViewModel: enumerating microphones failed: {ex.Message}");
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}
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finally
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{
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IsLoading = false;
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OnPropertyChanged(nameof(HasMicrophones));
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OnPropertyChanged(nameof(NoMicrophones));
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CommandManager.InvalidateRequerySuggested();
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}
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}
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}
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+2
-1
@@ -4,10 +4,11 @@ MVVM layer. See [`schema.md`](../schema.md) for the memory-map conventions.
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| File | Purpose |
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|------|---------|
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| `MainViewModel.cs` | The app brain: scenes/elements collections + commands, stream state (`IsLive`/`IsOffline`/`IsConnected`), chat feed, overlays, layout save/open, **resolution dropdown** (`QualityOptions`, `SelectedQuality`, `ResolutionHelp`, `ApplyStreamQuality`) that computes the output rect over the 1920×1080 master (`OutputRectX/Y/W/H`, `DimRects`, `IsOutputCropped`, `ResolutionBadgeText`). Auth: loads the saved DPAPI session at startup (`LoadSavedSessionAsync`), `SignInAsync` feeds the GoLive dialog; **End Livestream signs out** (`StopStream` clears session + token — crash-safe). **Connected account:** top-bar avatar/name (`AccountAvatarUrl`/`AccountDisplayName` via `SyncConnectedAccount`, cleared on End). **Audio (KISS — the mic is the creator's only audio control; capture pipeline still pending):** `AudioLevel` (0..1) drives the bottom-bar sound meter (`MeterFillWidth`/`MeterBrush`, green→yellow→red with zone markers at 60%/80%), `MicVolume` slider + `MicMuteText`/`ToggleMicMuteCommand`; desktop/game audio is automatic (WASAPI loopback at unity, zero UI). **Webcam:** owns `CameraManager` (MediaCapture), `AddWebcamToActiveSceneAsync` (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via `SwapWebcamIdentityAsync`, same path as `ChangeWebcamAsync`; propagates the running shared bitmap via `CameraManager.GetPreviewBitmap` first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via `CanAddWebcamToActiveScene`), `ChangeWebcamAsync` (device swap — `ReleaseAllAsync` old + re-acquire), `ShowWebcamInActiveScene` (reveal hidden config / empty-canvas right-click), `ReacquireWebcam` after layout load (re-propagates the shared bitmap to every config), `OnCameraPreviewBitmapChanged` forwards the shared bitmap into every `WebcamSceneConfig.VideoImageSource`; `SelectedElement` drives the preview overlay + `internal ClampWebcamToBounds(config, sceneName)` (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via `MaxWebcamWidthFor`/`MaxWebcamHeightFor`). **Scenes (five-scene catalog):** empty DB seeds Starting/Live/BRB/Chat/Ending (`SceneCatalog.All`); `AddScene(name)` accepts only canonical, missing names; `MissingScenes`/`ShowAddScene` drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via `AddSceneCommand`). **Screen backdrop (Live-only by policy):** owns `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture), `internal static EnsureBackdrop` heals one per backdrop-enabled scene (gated on `Scene.HasBackdrop`), `ReacquireScreenCaptures`/`RefreshBackdropAutoCapture`/`NoteBackgroundWindow` key by full-screen game monitor or the **primary display** via `Win32FullScreenDetector` (`GetDisplays()`/`PrimaryMonitorIndex()`), `ChangeBackdropCaptureAsync` (OS picker) + `SetBackdropCapture(DisplayInfo)` (in-app "Capture Display"), `RedesignateBackdropAsync` re-targets all backdrops and releases orphaned sessions, `internal static EnforceBackdropPolicy` normalizes `Scene.HasBackdrop` by name on every load + strips lingering non-Live backdrops, `CanChangeBackdrop` gates the capture menu to Live (the only scene with a backdrop), `BackdropImage` hides the preview watermark (`ShowPreviewPlaceholder`) |
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| `MainViewModel.cs` | The app brain: scenes/elements collections + commands, stream state (`IsLive`/`IsOffline`/`IsConnected`), chat feed, overlays, layout save/open, **resolution dropdown** (`QualityOptions`, `SelectedQuality`, `ResolutionHelp`, `ApplyStreamQuality`) that computes the output rect over the 1920×1080 master (`OutputRectX/Y/W/H`, `DimRects`, `IsOutputCropped`, `ResolutionBadgeText`). Auth: loads the saved DPAPI session at startup (`LoadSavedSessionAsync`), `SignInAsync` feeds the GoLive dialog; **End Livestream signs out** (`StopStream` clears session + token — crash-safe). **Connected account:** top-bar avatar/name (`AccountAvatarUrl`/`AccountDisplayName` via `SyncConnectedAccount`, cleared on End). **Audio (KISS — the mic is the creator's only audio control; capture pipeline still pending):** the sound meter is a **READ-ONLY realtime level display**: fill = `Math.Min(1, AudioLevel * MicVolume)` (`MeterFillWidth`/`MeterBrush`, green→yellow→red, zone markers at 60%/80%), where `AudioLevel` (live input, 0 with no input) is fed by the audio mixer once capture lands and `MicVolume` acts as a gain on ambient noise; while the slider is dragged the bar previews the slider position (`SetVolumeAdjusting`), returning to the live level on release (0 with no input — clicking the meter does nothing); `MicVolume` (default 0.8) + read-only `MicMuted`/`MicMuteText`/`ToggleMicMuteCommand` — **MicVolume drives MicMuted** (muted ⇔ volume 0): sliding to 0 flips the speaker to muted, sliding up from 0 clears it; muting stores the prior volume, unmuting restores it (default 0.8 if unknown) and flashes the meter to the restored position ~300ms (`BeginVolumeFlash`/`EndVolumeFlash`); `MicSourceName` = picked voice source, shown left-justified inside the meter bar (the fill runs at 75% opacity so the text + ruler markings show through); `OpenMicPickerCommand`/`PickMicrophone()` open the `MicPickerDialog`; desktop/game audio is automatic (WASAPI loopback at unity, zero UI). **Webcam:** owns `CameraManager` (MediaCapture), `AddWebcamToActiveSceneAsync` (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via `SwapWebcamIdentityAsync`, same path as `ChangeWebcamAsync`; propagates the running shared bitmap via `CameraManager.GetPreviewBitmap` first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via `CanAddWebcamToActiveScene`), `ChangeWebcamAsync` (device swap — `ReleaseAllAsync` old + re-acquire), `ShowWebcamInActiveScene` (reveal hidden config / empty-canvas right-click), `ReacquireWebcam` after layout load (re-propagates the shared bitmap to every config), `OnCameraPreviewBitmapChanged` forwards the shared bitmap into every `WebcamSceneConfig.VideoImageSource`; `SelectedElement` drives the preview overlay + `internal ClampWebcamToBounds(config, sceneName)` (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via `MaxWebcamWidthFor`/`MaxWebcamHeightFor`). **Scenes (five-scene catalog):** empty DB seeds Starting/Live/BRB/Chat/Ending (`SceneCatalog.All`); `AddScene(name)` accepts only canonical, missing names; `MissingScenes`/`ShowAddScene` drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via `AddSceneCommand`). **Screen backdrop (Live-only by policy):** owns `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture), `internal static EnsureBackdrop` heals one per backdrop-enabled scene (gated on `Scene.HasBackdrop`), `ReacquireScreenCaptures`/`RefreshBackdropAutoCapture`/`NoteBackgroundWindow` key by full-screen game monitor or the **primary display** via `Win32FullScreenDetector` (`GetDisplays()`/`PrimaryMonitorIndex()`), `ChangeBackdropCaptureAsync` (OS picker) + `SetBackdropCapture(DisplayInfo)` (in-app "Capture Display"), `RedesignateBackdropAsync` re-targets all backdrops and releases orphaned sessions, `internal static EnforceBackdropPolicy` normalizes `Scene.HasBackdrop` by name on every load + strips lingering non-Live backdrops, `CanChangeBackdrop` gates the capture menu to Live (the only scene with a backdrop), `BackdropImage` hides the preview watermark (`ShowPreviewPlaceholder`) |
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| `GoLiveViewModel.cs` | Start Stream dialog: **account row** (saved channel shown with Change Account, or Sign in to YouTube; Start gated on `IsSignedIn`/`IsBusy`) + title/description/visibility, start/cancel requests |
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| `ReuseImageViewModel.cs` | Add Image dialog: candidate list (`ReuseImageCandidate`), reuse/new/cancel |
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| `CameraPickerViewModel.cs` | Add Webcam dialog: async camera list (loading / has / none states), `UseRequested(CameraDeviceInfo)`/`CancelRequested` |
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| `MicPickerViewModel.cs` | Select Microphone dialog (voice source): async mic list (loading / has / none states), `UseRequested(MicrophoneDeviceInfo)`/`CancelRequested` |
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Related: [`Models/index.md`](../Models/index.md) for the data; [`Services/index.md`](../Services/index.md)
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for what the ViewModels drive; base class in [`Helpers/ViewModelBase.cs`](../Helpers/ViewModelBase.cs).
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