- Rename solution files: TeamsISO.sln/slnf -> Dragon-ISO.sln/slnf - Rename all src/TeamsISO.* directories and project files to src/Dragon-ISO.* equivalents - Update .gitignore to exclude build/test output logs - Update ci.yml, CHANGELOG.md, build-and-test.ps1, docs references Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Real-time H.264 recording
The default recorder (RawBgraRecorderSink) writes uncompressed BGRA to disk
and ships a convert.cmd for post-recording FFmpeg encoding. That's safe
(no extra dependencies, works without an encoder installed) but disk-heavy:
1080p60 = ~500 MB/s, 720p30 = ~88 MB/s.
For long shows or operators on slower disks, the engine ships a
MediaFoundationRecorderSink that encodes to H.264 in real time using
Windows Media Foundation. Inline encoding cuts disk pressure ~10× and
produces a finished .mp4 without the convert step.
It's behind a build flag because activating it requires adding a NuGet
dependency. The structural code is already in
src/Dragon-ISO.Engine/Pipeline/MediaFoundationRecorderSink.cs.
Status — May 2026
Activation deferred. The Vortice.MediaFoundation 3.6.2 NuGet package
is referenced from Dragon-ISO.Engine.csproj, but the MF_AVAILABLE symbol
is not defined. The scaffold in
src/Dragon-ISO.Engine/Pipeline/MediaFoundationRecorderSink.cs was written
against an older Vortice API and needs a port pass before activation:
MFVersion→ not onMediaFactoryin 3.6.2; pass the SDK version directly toMFStartup.MediaFactory.MF_LOW_LATENCY→ relocated to a different attribute constants class.IMFAttributes.SetUINT32→ replaced with a genericSetoverload.IMFMediaType.MajorType/.SubType/.AvgBitrateproperties → now useSetGUID(MFAttributeKeys.MajorType, ...)etc.VideoFormatGuids.RGB32→ renamed (likelyRgb32).IMFMediaBuffer.Lock(out IntPtr, out int, out int)→ explicit out-param signature, no longer returns a locked-buffer wrapper.IMFSinkWriter.Finalize_→ renamed (likelyFinalize).
Until the port lands, the RawBgraRecorderSink is the only IRecorderSink
production uses. The raw recorder is reliable and FFmpeg post-processing
via the emitted convert.cmd produces equivalent .mp4s; you just pay the
disk pressure during the show.
Activating it (after the port)
-
Update the scaffold to match Vortice 3.6.2's API surface. A clean reference implementation lives in the Vortice samples repo under
samples/MediaFoundationSamples. -
Define the
MF_AVAILABLEbuild symbol inDragon-ISO.Engine.csproj:<PropertyGroup> <DefineConstants>$(DefineConstants);MF_AVAILABLE</DefineConstants> </PropertyGroup> -
Swap the recorder factory in
IsoController.EnableIsoAsync:// Old: recorder = new RawBgraRecorderSink(_loggerFactory.CreateLogger<RawBgraRecorderSink>()); // New: recorder = new MediaFoundationRecorderSink(_loggerFactory.CreateLogger<MediaFoundationRecorderSink>());Both classes implement
IRecorderSinkso the rest of the pipeline is unchanged. -
Build and smoke-test. Existing unit tests don't touch the recorder; the integration tier covers it once you've enabled MF.
What the MF recorder produces
For each enabled ISO with recording on:
<recordings>/<participant>/output.mp4— H.264 video at the engine's configured resolution / framerate, target bitrate ~0.07 bits/pixel (~7 Mbps for 1080p30, ~3 Mbps for 720p30).<recordings>/<participant>/markers.txt— tab-separated marker offsets fromIIsoController.AddRecordingMarker. Manually chapter the .mp4 withmp4chaps -c -i markers.txt output.mp4(mp4chaps from themp4v2tools).
Trade-offs vs. RawBgraRecorderSink
| Raw BGRA | Media Foundation H.264 | |
|---|---|---|
| Dependencies | None | Vortice.MediaFoundation NuGet |
| Disk @ 1080p60 | ~500 MB/s | ~50 MB/s |
| Disk @ 720p30 | ~88 MB/s | ~9 MB/s |
| CPU | Negligible | Moderate (inline encode) |
| Output | .bgra + convert.cmd for FFmpeg post-pass |
Finished .mp4 |
| Markers in container | No (sidecar JSON) | Sidecar .txt, chapter via mp4chaps |
| Reliable on legacy GPUs | Yes | Yes (MF falls back to software encoder if no hw H.264) |
If your target machines have NVIDIA NVENC / Intel QuickSync, MF will use the hardware encoder transparently — that's the path that gives you multi-stream realtime H.264 with low CPU.