Debounce the Audio panel "live" column
The live indicator compared frames_rendered to the previous UI frame's value, but audio buffers release in bursts so most frames saw no change -- the cell flickered between a green dot and grey "idle". Now each stream remembers when it last advanced and reads "live" for a short window (0.4 s) afterwards, with a ~2 Hz frames/s estimate next to it; otherwise "idle". Steady and readable for multi-stream games. Verified: x64 build green. Full visual confirmation needs an injected, audio-playing game with the per-stream table open (Debug details); logic reviewed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -75,13 +75,6 @@ is removed from this list once done — so the top item is always next. The
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self-verifiable tooling / UI / input items come first; the game-pipeline items that
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need a real game (and Remote Play) to fully validate come last.
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- **Fix the Audio panel "live" column.** It overlays a green dot and grey "idle"
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because liveness is recomputed each frame from the per-stream `frames_rendered`
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delta, which is zero on most frames (buffers release in bursts), so it flickers.
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Replace it with a **debounced activity indicator**: keep a per-stream "last
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advanced" timestamp (the panel already stores the previous frame counts) and show
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**live** if frames advanced within the last ~300–500 ms, else **idle** — optionally
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a small frames/s or activity bar so multi-stream games read clearly.
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- **Move the synthetic-input toggle to the Controllers panel, under Debug details.**
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The "Forward synthetic test input" checkbox is a controller-debugging aid, so move
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it out of the Injection panel into `ControllersPanel` and gate it behind
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