Cleanup pass: remove dead code, fix bugs, simplify
Dead code removed: - MusicAnalyzer.BuildWaveFrame (replaced by DrumDetector + BuildMelodyFrame) - MusicAnalyzer.ExtractFeatures simplified to melody-only (removed rhythm band) - MusicAnalyzer.RhythmLow/RhythmHigh constants, TickFeature.RhythmFlux - LiveCapture._liveMaxFlux + _prevRhythmMag (computed, never read) - State.ActualA/ActualB, State.LastSentA/LastSentB (set, never read) - Program.cs StrengthChanged handler (only wrote to dead fields) - Command.Mode property (never referenced) - DrumDetector.FreqKick/Snare/Brass/Silent static arrays (unused) Bugs fixed: - DrumDetector.BuildFrame: freqBytes was byte[16], now byte[4] - CoyoteDevice fallback: use nameFilter param instead of hardcoded string Refactoring: - Server.DoStatus calls BuildStatusPush(null) instead of duplicating - HeatMap: removed redundant colW assignment - Removed unused System.Numerics imports from LiveCapture, MusicAnalyzer
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@@ -15,8 +15,6 @@ public class State
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public readonly ConcurrentQueue<WaveFrame> StreamA = new();
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public readonly ConcurrentQueue<WaveFrame> StreamB = new();
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public int ActualA, ActualB;
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public int LastSentA, LastSentB;
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public double LimitScaleA, LimitScaleB;
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public byte[]? LastFreqA, LastIntA, LastFreqB, LastIntB;
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public bool LastActiveA, LastActiveB;
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@@ -133,8 +131,6 @@ public class State
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: (byte)Math.Clamp(desired, 0, max);
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var valA = ApplyLimit(DesiredA, MaxA, LimitModeA);
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var valB = ApplyLimit(DesiredB, MaxB, LimitModeB);
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LastSentA = valA;
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LastSentB = valB;
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LimitScaleA = DesiredA > 0 ? (double)valA / DesiredA : 0;
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LimitScaleB = DesiredB > 0 ? (double)valB / DesiredB : 0;
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DirtyA = false;
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@@ -167,7 +163,6 @@ public class State
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(modeA, modeB) = (modeB, modeA);
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(freqA, freqB) = (freqB, freqA);
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(intA, intB) = (intB, intA);
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(LastSentA, LastSentB) = (LastSentB, LastSentA);
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(LastFreqA, LastFreqB) = (LastFreqB, LastFreqA);
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(LastIntA, LastIntB) = (LastIntB, LastIntA);
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(LastActiveA, LastActiveB) = (LastActiveB, LastActiveA);
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