# HANDOFF — session state > Current operational state, read right after `TASKS.md`. Trust this file as the > truth of what is in flight — do not re-derive from git/fs unless it points at > a problem. Conventions: [`schema.md`](schema.md). Rewrite this file at session > end, compaction, or any interruption. ## Session state (last updated: 2026-08-13) - **Branch:** `main`. The **audio UX follow-up** (`9f9ed34`) is **committed and pushed**. - **This session (round 2 — the game audio bar + meter fixes):** 1. **Meter scaling:** the bars looked dead on a flat scale — real speech/game RMS is ~0.01..0.1 linear, so the fill barely moved even at full volume. Added `AudioLevelMeter.ToDisplay(float)`: maps −60..0 dBFS linearly onto 0..1. Both meters (mic `MeterLevel`, game `GameMeterLevel`) now scale the raw level through it before multiplying by volume. +2 unit tests. 2. **Game bar placement correction (user: it belongs in the preview, not the footer):** moved the game audio bar OUT of the footer (footer back to two rows) and into the **preview window** as a bottom-center dark chip overlaid on the live display (`MainWindow.xaml`, in the `PreviewGrid` next to the OpacityChip). Monitoring UI only — never rendered into the live output (the `SceneCompositor` is unaware of it). 3. **About button (user: stop jacking Notepad; standalone app):** the top-bar About button that opened `THIRD-PARTY-NOTICES.txt` in the OS viewer is GONE (button + `AboutButton_Click` removed). The **ytLlive wordmark (top-left) is now clickable** and opens the existing in-app About overlay (`OpenAboutCommand`). Queued as task 21: make a real logo + expand the About overlay into the creator's hub (premium / coffee / socials links + a scrolling licensing/legal panel, all in-app). - **Uncommitted:** this round-2 work — `Services/Audio/AudioLevelMeter.cs`, `ViewModels/MainViewModel.cs`, `MainWindow.xaml` (scaling + game bar + logo/About), `MainWindow.xaml.cs` (AboutButton_Click + unused usings removed), `ytLive.Tests/AudioMixerTests.cs` (2 new `ToDisplay` tests), memory docs (TASKS.md — incl. new task 21, ai.md, Services/index.md, ViewModels/index.md, HANDOFF, THIRD-PARTY-NOTICES.txt). - **Verified:** build 0 warnings, 0 errors; **169 tests passing** (full suite). - **Landmines:** - Never set a local `Canvas.SetTop` on the social bar — a local value permanently overrides `{Binding SocialBarTop}` (the `ClearValue` lesson from 5.5). - `AudioMixer` meter `Push` is unconditional **by design now**: `OnMicSample`/ `OnLoopbackSample` compute the level first, then raise the event — a `?.Invoke(meter.Push(...))` short-circuit skipped the meter update when nothing was subscribed (found by `RestartMic_ResetsLevel`, fixed). - `MicConnected` comes from the source `Started` event, raised right after `StartRecording()` succeeds — tests must `MarkStarted()` the fake source before asserting connection state. - Zero mic devices at startup = red dot AND the mixer is never started, so loopback + the game bar can't run either (no capture at all) — acceptable. - The game detector is polled on the UI thread via a 250ms `DispatcherTimer`; `OnGameAudioPollTick` wraps `Poll()` in try/catch + `AppLog`. - The pump reads the active scene on a background thread while the UI can still edit it — a concurrent-mutation exception is contained (logged + `Failed` + the pump stops), not a crash. - `StopAsync` must stop the encoder (closes stdin) **before** awaiting the pump loop — closing stdin unblocks a write stuck on pipe backpressure; the reverse order deadlocks. - Tests never instantiate `MainViewModel` directly except the round-clip integration test (a real `MainWindow`), which never goes live — keep it that way. - Sandbox can't reach outbound HTTPS — `HttpSocialValidator` stub-handler tests only, never the real instance. - **Next step:** commit + push the audio UX follow-up (the whole uncommitted set above in one commit). Then TASK 4 ship step 6 — health stats: bind `FramePump.HealthUpdated` (bitrate/FPS/duration) into the bottom bar. Nothing else queued — do not expand the task queue on your own. Optional, not queued: rewriting the healed entry's `ProfileUrl` to `https://mastodon.llamachile.tube/@gramps` (user must say the word). - **Secret/DB/port facts live:** OAuth client id/secret in `Helpers/OAuthCredentials.cs`; OAuth session token in `Helpers/TokenStore.cs` (DPAPI → `%APPDATA%\ytLlive\ytLlive.auth`); layout DB `%APPDATA%\ytLlive\ytLlive.db` (schema v8; `SocialEntry.Software` column is a column-presence migration like the others, no version bump); OAuth callback `http://localhost:8765/oauth2/callback`; crash log `%APPDATA%\ytLlive\startup.log`.