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Add per-run consent, native encrypted capture, a visible status and immediate stop shortcut, synchronous teardown, source-linked tests and explicit host/security boundaries.
Use SDL capture with the shared common-c sender, the existing per-run consent and stop lifecycle, and leave the Steam Link build gated off. Add a dummy-device wire and teardown fixture.
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Add microphone forwarding to a paired NVIDIA GameStream host for desktop Windows, macOS and Linux. The setting starts off, applies for the current app run and leaves ordinary streaming available if microphone negotiation or capture fails.
The native path uses legacy AES-CBC without packet authentication. IVs repeat and overlap the playback domain. This client requires encrypted mode and a private IPv4 endpoint for use on a trusted network or a secured tunnel. Sunshine microphone protocols are separate.
The macOS release build passed. The SDL adapter and shared sender passed strict compilation and an SDL dummy capture fixture on macOS. The fixture independently decrypted and decoded 300 Opus frames and checked PINGs, negotiation gates, occupied source port and ten start/stop cycles. Earlier macOS tone and overlay tests cover the original macOS capture path. Windows and Linux builds and device-level acceptance remain pending.
Historical live speech used the original Mac-to-Windows prototype on GameStream 7.1.437.0, GeForce Experience 3.25.1.27 and native audio 4.37.0.0. The distributed Windows build passed public source builds and 93 isolated checks per PowerShell runtime. Live install/audio, reconnect stress, reboot and uninstall acceptance remain open. Runtime instruction replacement is non-atomic, and refresh handle lifetime needs review.
Would maintainers prefer the optional source-built launcher with full manual instructions, the manual/source-build path, or another integration and distribution approach?