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Advanced

OBS Integration

Learn how Segra leverages ObsKit.NET and OBS Studio for high-performance game recording

Segra's recording engine is built on top of Open Broadcaster Software (OBS) using ObsKit.NET, a modern C# wrapper that provides type-safe access to OBS's powerful recording capabilities.

Architecture Overview

Segra uses a layered architecture to interact with OBS:

Segra Application
       ↓
   ObsKit.NET (C# Wrapper)
       ↓
   OBS Studio (libobs)
       ↓
  Hardware Encoders (NVENC/AMF/QSV)

Core Components

OBSService - Backend/Recorder/OBSService.cs

The OBSService class is the central hub for all recording operations. It manages:

  • OBS context initialization and shutdown
  • Video encoder configuration (NVENC, AMF, QSV, x264)
  • Audio source management (microphones, desktop audio, game audio)
  • Scene composition with game capture and display capture
  • Recording outputs (sessions, replay buffer, hybrid mode)
ObsKit.NET Integration

ObsKit.NET provides a fluent, type-safe API for interacting with OBS. Segra uses it for:

  • Video/audio encoder creation
  • Source management (GameCapture, MonitorCapture, AudioInputCapture)
  • Output handling (RecordingOutput, ReplayBuffer)
  • .NET events for OBS callbacks (Hooked/Unhooked on GameCapture, Saved/Stopped on ReplayBuffer, Stopped on RecordingOutput) — replaces the older raw ConnectSignal(OutputSignal.*) handles
  • Global hotkey registration via Obs.RegisterHotkey(...) (see Hotkeys)

Segra tracks the minimum ObsKit.NET version it needs in Segra.csproj.

GPU Vendor Detection

Segra automatically detects your GPU vendor (NVIDIA, AMD, Intel) to select the optimal hardware encoder:

  • NVIDIA: NVENC (H.264/HEVC)
  • AMD: AMF (H.264/HEVC)
  • Intel: QSV (H.264/HEVC)
  • Fallback: x264 (software encoding)

Initialization Process

When Segra starts, it initializes OBS through several stages:

Check OBS Installation

Verifies that obs.dll exists in the application directory. If missing, Segra downloads the appropriate OBS version from Segra's CDN. Current builds bundle OBS 30.1.1, 31.1.2, 32.1.2, 32.2.1, and 32.2.2 with FFmpeg 9.0.1; the automatic default (when selectedOBSVersion is null) is the latest non-beta build.

Initialize OBS Context

Creates an OBS context with the fluent API:

_obsContext = Obs.Initialize(config =>
{
    config
        .WithLocale("en-US")
        .WithDataPath("./data/libobs/")
        .WithModulePath("./obs-plugins/64bit/", "./data/obs-plugins/%module%/")
        .WithVideo(v => v.Resolution(1920, 1080).Fps(60))
        .WithAudio(a => a.WithSampleRate(44100).WithSpeakers(SpeakerLayout.Stereo))
        .WithLogging((level, message) => { /* Log processing */ });
});
Detect Available Encoders

Queries OBS for available video encoders and stores them in application state for the settings UI.

Start Game Detection

Begins monitoring Windows processes for game launches using WMI event watchers.

Recording Pipeline

Scene Composition

Segra creates a layered scene with multiple capture sources:

Layer Order (bottom to top):

  1. Display Capture (fallback of last resort)
  2. Window Capture via WGC (fallback used when the game hook can't attach)
  3. Game Capture (primary layer when hooked)
  4. Audio sources (microphones, desktop audio, game audio)

Game Capture Hooking

Segra uses OBS's game capture plugin to hook directly into games:

GameCaptureSource = new GameCapture("gameplay", GameCapture.CaptureMode.SpecificWindow);
GameCaptureSource.SetWindow($"*:*:{fileName}");

// Subscribe to hook events
GameCaptureSource.Hooked += OnGameCaptureHookedEvent;
GameCaptureSource.Unhooked += OnGameCaptureUnhookedEvent;

Some applications are blacklisted by OBS and cannot be captured using game capture:

  • explorer.exe, chrome.exe, discord.exe, firefox.exe
  • Steam, Battle.net, Origin launchers
  • Windows system apps

Segra automatically falls back to display capture for these applications.

Coexisting with OBS Studio

Only one application can hold a game's capture hook at a time. Segra avoids fighting OBS Studio or Streamlabs for it:

  • At recording start, Segra skips Game Capture and uses Window or Display Capture when either of these is true:
    • OBS Studio (obs64) is running and is streaming or recording. Segra checks the newest session log in %APPDATA%\obs-studio\logs\ for the ==== Streaming Start ==== and ==== Recording Start ==== markers.
    • Another application already holds the game's hook (for example OBS Studio's preview or Streamlabs). Segra detects this through the CaptureHook_Pipe<pid> named pipe.
  • When you tab back into the recorded game, Segra waits 2 seconds and then:
    • Releases its game capture and switches to Window or Display Capture if OBS Studio is now streaming or recording.
    • Retries Game Capture if OBS Studio isn't active and the hook is free. If the retry times out, Segra tries again on the next tab-in.

Audio Routing

Segra supports three audio output modes:

All Audio

Records all desktop audio sources (default behavior)

Game Only

Records only game audio using OBS's capture_audio feature

Game + Discord

Records game audio and Discord voice chat separately

When game capture hooks successfully, Segra automatically:

  • Mutes desktop audio sources
  • Unmutes game audio and Discord sources (if enabled)
  • Switches back to desktop audio when the game unhooks

Encoder Configuration

Segra configures encoders based on user settings:

videoEncoderSettings.Set("rate_control", "CBR");
videoEncoderSettings.Set("bitrate", targetBitrateKbps);
videoEncoderSettings.Set("max_bitrate", targetBitrateKbps);

Recording Modes

Segra supports three recording modes, each using different OBS output types:

Session Recording

Uses RecordingOutput to record the entire gaming session to an MP4 file. Segra always attempts the Hybrid MP4 muxer (crash-resilient, chapter markers; OBS 30.2+) and transparently falls back to the plain ffmpeg muxer when the running OBS build doesn't register mp4_output:

_output = new RecordingOutput("simple_output", videoOutputPath);
try
{
    _output.SetFormat(RecordingFormat.HybridMp4);
}
catch (NotSupportedException)
{
    // OBS build didn't register mp4_output; the output is already
    // a working ffmpeg_muxer recorder, no further fallback needed.
}
_output.WithVideoEncoder(_videoEncoder);
_output.WithAudioEncoder(_audioEncoder, track: 0);
_output.Stopped += OnOutputStopped;
_output.Start();

Replay Buffer

Uses ReplayBuffer to maintain a rolling buffer in memory:

_bufferOutput = new ReplayBuffer(
    "replay_buffer_output",
    Settings.Instance.ReplayBufferDuration,
    Settings.Instance.ReplayBufferMaxSize
);
_bufferOutput.SetDirectory(bufferDir);

// Handle replay saved and unexpected stops via .NET events
_bufferOutput.Saved += OnReplaySaved;      // e.Path is populated on the callback
_bufferOutput.Stopped += OnOutputStopped;  // e.Code is an ObsOutputStopCode

_bufferOutput.Start();

// Save the buffer when user presses hotkey
_bufferOutput.Save();

Saves for network / slow storage back-stop on an internal timeout of up to 15 minutes so a stalled mux doesn't leave the replay buffer permanently in a half-saved state.

Hybrid Mode

Runs both session recording and replay buffer simultaneously, allowing:

  • Full session recording with bookmarks
  • Instant replay saving during gameplay
  • Separate file organization

Separate Audio Tracks

Segra records multiple audio tracks using OBS's multi-track support. The upper bound is probed from the loaded OBS build at startup (ObsAudioTrackLimit.Probe()):

Track 1 - Master Mix

All audio sources combined (always present)

Track 2 and up - Individual Sources

Individual sources (microphones, game audio, Discord). Stock OBS allows 5 separate sources (6 tracks total, matching its MAX_OUTPUT_AUDIO_ENCODERS). Segra's bundled OBS (32.2.2-segra and later) raises the cap; the exact number is published as appState.maxAudioTracks.

// Assign source to multiple tracks
uint mixersMask = (1u << 0) | (1u << (trackIndex + 1));
allAudioSources[i].AudioMixers = mixersMask;

// Create encoder for each track
for (int t = 0; t < trackCount; t++)
{
    var audioEncoder = AudioEncoder.CreateAac(encoderName, 128, t);
    _audioEncoders.Add(audioEncoder);
}

Separate audio tracks enable advanced editing workflows where you can independently control game audio, microphone, and Discord volumes in post-production.

Display and Window Capture

Segra layers three video sources into every scene:

SourceBackendWhen it's used
Game CaptureOBS graphics hookPrimary — active as soon as the hook attaches to the target process
Window CaptureWindows Graphics Capture (WGC)Fallback — targets the game window when the hook can't attach and WGC can deliver frames for it
Display CaptureDXGI Desktop DuplicationFallback of last resort — used when the window is minimized or in exclusive fullscreen, and for manual recordings

Segra polls once per second while a fallback is in effect and swaps between Window and Display capture as the window's captureability changes.

// Display fallback (bottom layer)
_displaySource = MonitorCapture.FromMonitor(monitorIndex, "display");

// Window fallback (middle layer, WGC)
_windowSource = WindowCapture.FromWindow(windowSpec, "window");

// Game capture (top layer, primary)
_gameCaptureSource = new GameCapture("gameplay", GameCapture.CaptureMode.SpecificWindow);

Resource Management

Segra follows strict resource disposal patterns to prevent memory leaks:

Stop Outputs

Gracefully stop recording/replay buffer with 30-second timeout

Dispose Scene

Remove and dispose all scene items and the scene itself

Dispose Sources

Release game capture, display capture, and audio sources

Clear Encoders

Encoders are automatically disposed by ObsKit.NET when outputs stop

Never dispose OBS resources while they are still in use. Always stop outputs before disposing sources and encoders.

Log Processing

OBS log messages are processed asynchronously using channels to prevent blocking:

private static readonly Channel<(int level, string message)> _logChannel =
    Channel.CreateUnbounded<(int, string)>(new UnboundedChannelOptions
    {
        SingleReader = true,
        SingleWriter = false
    });

// OBS logging callback (non-blocking)
.WithLogging((level, message) =>
{
    _logChannel.Writer.TryWrite(((int)level, message));
})

// Background processing
await foreach (var (level, formattedMessage) in _logChannel.Reader.ReadAllAsync())
{
    Log.Information($"{(ObsLogLevel)level}: {formattedMessage}");
}

This prevents OBS's internal logging thread from being blocked by Serilog's file I/O operations.