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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@@ -129,6 +129,8 @@ void AudioPanel::draw_ui(const HookStatusView& status, bool debug_details)
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}
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const std::uint32_t rows = std::min<std::uint32_t>(status.audio_streams_seen, kMaxAudioStreams);
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const double now = ImGui::GetTime();
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const bool resample = (now - rate_base_time_) >= 0.5; // recompute frames/s ~2x a second
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if (rows > 0 &&
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ImGui::BeginTable("audio_streams", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit))
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{
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@@ -141,8 +143,22 @@ void AudioPanel::draw_ui(const HookStatusView& status, bool debug_details)
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for (std::uint32_t i = 0; i < rows; ++i)
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{
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const AudioStreamInfo& s = status.audio_streams[i];
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const bool live = s.frames_rendered > prev_frames_[i];
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// Debounced activity: remember when this stream last advanced, and call it
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// live for a short window afterwards so bursty releases don't flicker.
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if (s.frames_rendered > prev_frames_[i])
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{
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last_active_[i] = now;
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}
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prev_frames_[i] = s.frames_rendered;
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const bool live = last_active_[i] > 0.0 && (now - last_active_[i]) < 0.4;
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if (resample)
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{
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const double dt = now - rate_base_time_;
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frames_per_s_[i] =
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dt > 0.0 ? static_cast<double>(s.frames_rendered - rate_base_frames_[i]) / dt : 0.0;
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rate_base_frames_[i] = s.frames_rendered;
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}
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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@@ -158,7 +174,9 @@ void AudioPanel::draw_ui(const HookStatusView& status, bool debug_details)
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ImGui::TableNextColumn();
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if (live)
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{
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ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "●");
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ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "live");
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ImGui::SameLine();
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ImGui::TextDisabled("%.0f/s", frames_per_s_[i]);
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}
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else
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{
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@@ -167,6 +185,10 @@ void AudioPanel::draw_ui(const HookStatusView& status, bool debug_details)
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}
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ImGui::EndTable();
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}
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if (resample)
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{
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rate_base_time_ = now;
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}
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ImGui::End();
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}
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@@ -32,8 +32,15 @@ private:
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bool enabled_ = false;
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AudioMirror mirror_;
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// Previous per-stream frame counts, to flag streams as live (advancing).
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// Per-stream activity tracking for the "live" column. Audio buffers release in
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// bursts, so most UI frames see no change; comparing to just the previous frame
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// flickers. Instead we remember when each stream last advanced and debounce the
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// live/idle indicator over a short window, plus a ~2 Hz frames/s estimate.
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std::uint64_t prev_frames_[kMaxAudioStreams] = {};
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double last_active_[kMaxAudioStreams] = {}; // ImGui time a stream last advanced
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std::uint64_t rate_base_frames_[kMaxAudioStreams] = {};
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double frames_per_s_[kMaxAudioStreams] = {};
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double rate_base_time_ = 0.0;
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};
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} // namespace coop
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