using Xunit;
using ytLive.Services;
namespace ytLive.Tests;
///
/// TASK 4 game audio bar: the default detector's provider wiring — it composes
/// the full-screen monitor + loopback level into the hysteresis and raises
/// IsGameAudioActiveChanged on transitions. The transition math itself lives in
/// GameAudioHysteresisTests.
///
public class GameAudioDetectorTests
{
[Fact]
public void Poll_RaisesChanged_WhenGameAppearsAndLeaves()
{
var now = new DateTime(2026, 8, 13, 12, 0, 0);
int? monitor = 0;
var level = 0f;
var detector = new GameAudioDetector(() => monitor, () => level, () => now);
var changes = new List();
detector.IsGameAudioActiveChanged += a => changes.Add(a);
level = 0.9f;
detector.Poll();
Assert.False(detector.IsGameAudioActive);
now = now.AddMilliseconds(600);
detector.Poll();
Assert.True(detector.IsGameAudioActive);
Assert.Equal(new[] { true }, changes);
level = 0f;
now = now.AddSeconds(2);
detector.Poll();
Assert.True(detector.IsGameAudioActive);
Assert.Equal(new[] { true }, changes);
monitor = null;
detector.Poll();
Assert.True(detector.IsGameAudioActive);
now = now.AddSeconds(2);
detector.Poll();
Assert.False(detector.IsGameAudioActive);
Assert.Equal(new[] { true, false }, changes);
}
[Fact]
public void Poll_StaysInactive_WhenNoFullScreenMonitor()
{
var detector = new GameAudioDetector(() => null, () => 0.9f);
var changes = 0;
detector.IsGameAudioActiveChanged += _ => changes++;
for (var i = 0; i < 5; i++)
detector.Poll();
Assert.False(detector.IsGameAudioActive);
Assert.Equal(0, changes);
}
[Fact]
public void Poll_StaysInactive_WhileLoopbackSilent()
{
var detector = new GameAudioDetector(() => 0, () => 0f);
var changes = 0;
detector.IsGameAudioActiveChanged += _ => changes++;
for (var i = 0; i < 5; i++)
detector.Poll();
Assert.False(detector.IsGameAudioActive);
Assert.Equal(0, changes);
}
}