Add settings for fallback behavior
update action icon with padding
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using CoreAudio;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using BarRaider.SdTools;
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using System.Drawing;
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namespace FocusVolumeControl.AudioSessions;
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public class ActiveAudioSessionWrapper : IAudioSession
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{
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public string DisplayName { get; set; }
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public string ExecutablePath { get; set; }
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private List<SimpleAudioVolume> Volume { get; } = new List<SimpleAudioVolume>();
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string _icon;
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public string GetIcon()
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{
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if (string.IsNullOrEmpty(_icon))
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{
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try
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{
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var tmp = Icon.ExtractAssociatedIcon(ExecutablePath);
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_icon = Tools.ImageToBase64(tmp.ToBitmap(), true);
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}
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catch
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{
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_icon = "Image/pluginIcon.png";
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}
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}
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return _icon;
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}
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public bool Any()
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{
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return Volume.Any();
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}
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public int Count => Volume.Count;
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public void AddVolume(SimpleAudioVolume volume)
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{
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Volume.Add(volume);
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}
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public void ToggleMute()
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{
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//when all volumes are muted, Volume.All will return true
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//so we swap from muted to false (opposite of Volume.All)
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//when any volumes are unmuted, Volume.All will return false
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//so we set muted to true (opposite of Volume.All)
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var muted = Volume.All(x => x.Mute);
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Volume.ForEach(x => x.Mute = !muted);
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}
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public bool IsMuted()
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{
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return Volume.All(x => x.Mute);
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}
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public void IncrementVolumeLevel(int step, int ticks)
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{
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//if you have more than one volume. they will all get set based on the first volume control
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var level = Volume.FirstOrDefault()?.MasterVolume ?? 0;
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level += (0.01f * step) * ticks;
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level = Math.Max(level, 0);
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level = Math.Min(level, 1);
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Volume.ForEach(x => x.MasterVolume = level);
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}
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public int GetVolumeLevel()
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{
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var level = Volume.FirstOrDefault()?.MasterVolume ?? 0;
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return (int)(level * 100);
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}
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}
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16
src/FocusVolumeControl/AudioSessions/IAudioSession.cs
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16
src/FocusVolumeControl/AudioSessions/IAudioSession.cs
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namespace FocusVolumeControl.AudioSessions;
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public interface IAudioSession
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{
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public string DisplayName { get; }
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public string GetIcon();
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public void ToggleMute();
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public bool IsMuted();
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public void IncrementVolumeLevel(int step, int ticks);
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public int GetVolumeLevel();
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}
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using CoreAudio;
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using System;
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namespace FocusVolumeControl.AudioSessions;
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internal class SystemSoundsAudioSession : IAudioSession
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{
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public SystemSoundsAudioSession(SimpleAudioVolume volumeControl)
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{
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_volumeControl = volumeControl;
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}
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SimpleAudioVolume _volumeControl;
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public string DisplayName => "System sounds";
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public string GetIcon() => "Images/systemSounds";
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public void ToggleMute()
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{
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_volumeControl.Mute = !_volumeControl.Mute;
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}
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public bool IsMuted() => _volumeControl.Mute;
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public void IncrementVolumeLevel(int step, int ticks)
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{
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var level = _volumeControl.MasterVolume;
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level += (0.01f * step) * ticks;
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level = Math.Max(level, 0);
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level = Math.Min(level, 1);
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_volumeControl.MasterVolume = level;
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}
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public int GetVolumeLevel() => (int)(_volumeControl.MasterVolume * 100);
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}
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@ -0,0 +1,38 @@
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using CoreAudio;
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using System;
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namespace FocusVolumeControl.AudioSessions;
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internal class SystemVolumeAudioSession : IAudioSession
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{
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public SystemVolumeAudioSession(AudioEndpointVolume volumeControl)
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{
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_volumeControl = volumeControl;
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}
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AudioEndpointVolume _volumeControl;
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public string DisplayName => "System Volume";
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public string GetIcon() => "Images/actionIcon";
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public void ToggleMute()
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{
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_volumeControl.Mute = !_volumeControl.Mute;
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}
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public bool IsMuted() => _volumeControl.Mute;
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public void IncrementVolumeLevel(int step, int ticks)
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{
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var level = _volumeControl.MasterVolumeLevelScalar;
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level += (0.01f * step) * ticks;
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level = Math.Max(level, 0);
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level = Math.Min(level, 1);
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_volumeControl.MasterVolumeLevelScalar = level;
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}
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public int GetVolumeLevel() => (int)(_volumeControl.MasterVolumeLevelScalar * 100);
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}
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