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RemSound/src/RemSound.App/MainForm.cs
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2026-05-13 15:08:31 +01:00
using System.Net;
using System.Net.Sockets;
using System.Text.Json;
using NAudio.CoreAudioApi;
using RemSound.Core;
using RemSound.Receiver;
using RemSound.Sender;
namespace RemSound.App;
/// <summary>
/// Main RemSound window. Designed for keyboard / NVDA use.
///
/// UX shape (matches the older RSound app the user asked us to preserve):
/// * Auto-connects on Shown — no Connect button. Discovery starts immediately.
/// * "Connectivity and transport" button opens a settings + peers dialog.
/// * Main form keeps just: mode (send/receive), receive device, volume,
/// send capture devices (CheckedListBox + status label), other actions, status.
/// * Every CheckedListBox has an adjacent status label that announces
/// the focused item, its checked state, position, and "Press Space to toggle".
/// * Knob changes flow live to the audio engine — no engine restarts.
/// </summary>
public sealed class MainForm : Form
{
private const string AppName = "RemSound";
// Engines and helpers
private readonly PeerDiscoveryService discovery = new();
private readonly AudioSender sender = new();
private readonly AudioReceiver receiver = new();
private readonly RemSoundSettingsStore settings = new(AppName);
private readonly RemSoundLog logFile = new();
private readonly RemSoundUpdater updater = new();
// Background timer that fires the periodic update-poll. Interval comes from
// AppConfig.UpdateCheckFrequency; "Never" stops the timer entirely. Re-armed by
// ApplyUpdateCheckTimer whenever the user changes the frequency in Preferences.
private readonly System.Windows.Forms.Timer updateCheckTimer = new();
private readonly MainFormHotkeyController hotkeyController;
private readonly MainFormTrayController trayController;
private readonly RecordingController recordingController;
// Hook into Windows sleep/resume so the audio backend gets rebuilt after wake. USB
// audio devices (ASIO / WASAPI) commonly come back in a degraded post-resume state
// where the pipeline runs but no sound actually comes out of the interface — restarting
// the backend on resume clears it. Subscribed in the constructor, disposed in FormClosing.
private readonly PowerResumeHandler powerResumeHandler;
// Optional UPnP / NAT-PMP / PCP router-port opener (Mono.Nat under the hood). Off by
// default; the user opts in via the "Automatically open my router for incoming
// connections" tick in Preferences (AppConfig.UpnpEnabled). Started lazily in Shown
// when the flag is on, restarted from OnSystemResume so a sleep-drop on the router's
// NAT table is recovered automatically, and stopped in FormClosing.
private readonly RouterPortMapper routerPortMapper;
// Menu items for the Record menu kept as fields so RecordingStateChanged can flip
// the visible text + accessibility name between "Start recording" and "Stop recording"
// without rebuilding the menu.
private ToolStripMenuItem? startStopRecordingMenuItem;
// Held so PopulateRecentProfilesMenu can clear + repopulate it on every DropDownOpening
// (and once during construction so it's not empty before the first open).
private ToolStripMenuItem? recentProfilesMenu;
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// --- Main form controls ---
// Two standalone CheckBoxes for the Send / Receive toggles. Modern .NET (.NET 10) raises
// UIA state-change notifications on CheckBox.Checked changes, so NVDA reliably announces
// "checked" / "not checked" for both spacebar toggles and programmatic toggles (hotkeys,
// tray menu). Replaced an earlier CheckedListBox-based approach that was used to work
// around older WinForms accessibility issues.
// Plain WinForms CheckBox configured exactly like the working RSound.old build:
// * Field initializer sets only AutoSize and the bare Text (no ampersand).
// * Text (with mnemonic) and AccessibleName are then re-assigned in the constructor body.
// This two-step pattern matches the old code byte-for-byte; setting them in the field
// initializer alone was enough to break NVDA state-change announcements.
// * Each box is wrapped in its own FlowLayoutPanel before being placed in the
// TableLayoutPanel cell — same as the old code.
private readonly AccessibleCheckBox receiveAudioCheckbox = new() { Text = "Receive audio", AutoSize = true };
private readonly AccessibleCheckBox sendMyAudioCheckbox = new() { Text = "Send my audio", AutoSize = true };
private readonly TrackBar volumeBar = new() { Minimum = 0, Maximum = 100, TickFrequency = 10, Value = 100, Width = 200 };
// Receive output device. Pre-selected to the system default at startup; user can override
// for the session. Selection is NOT persisted — next session starts on default again.
private readonly CheckedListBox receiveOutputDevicesList = new() { CheckOnClick = true, Width = 430, Height = 90 };
private readonly Label receiveOutputDevicesStatusLabel = new() { AutoSize = true, Text = "No output device selected." };
// Capture devices the user has ticked for sending. Two lists — render-side outputs (loopback
// capture: system audio / soundcard playback) and capture-side inputs (mics, line-ins). Both
// are summed into one outgoing stream by the sender's MixingEngine. Intentionally NOT
// persisted: every session starts with everything unticked and no audio sent. The user
// re-ticks once per session. Stops any device-routing surprise (a card unplugged between
// runs, IDs changing, etc.).
private readonly CheckedListBox sendOutputDevicesList = new() { CheckOnClick = true, Width = 430, Height = 90 };
private readonly Label sendOutputDevicesStatusLabel = new() { AutoSize = true, Text = "No output device selected." };
private readonly CheckedListBox sendInputDevicesList = new() { CheckOnClick = true, Width = 430, Height = 90 };
private readonly Label sendInputDevicesStatusLabel = new() { AutoSize = true, Text = "No input device selected." };
// ASIO-side lists. Always present in the form but hidden when ASIO is disabled. The two
// lists are independent of the WASAPI ones — the user can tick any combination across all
// five lists. Sender mixes WASAPI capture + ASIO capture into one outgoing stream;
// receiver fans rendered audio to WASAPI outputs + ASIO outputs in parallel. This lets
// someone use a WASAPI mic and an ASIO instrument input together, or send out to a WASAPI
// headset alongside ASIO studio monitors.
private readonly CheckedListBox asioSendDevicesList = new() { CheckOnClick = true, Width = 430, Height = 90 };
private readonly Label asioSendDevicesStatusLabel = new() { AutoSize = true, Text = "No ASIO send channel selected." };
private readonly CheckedListBox asioReceiveOutputDevicesList = new() { CheckOnClick = true, Width = 430, Height = 90 };
private readonly Label asioReceiveOutputDevicesStatusLabel = new() { AutoSize = true, Text = "No ASIO receive channel selected." };
// One-press "clear every device tick" — sits above the ASIO driver picker on the I/O tab.
// The device lists can get long; this is the quick reset when you've lost track of what's on.
private readonly Button uncheckAllDevicesButton = new() { AutoSize = true, Anchor = AnchorStyles.Left };
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// Labels paired with the ASIO lists; held as fields so the layout can show/hide them as a
// unit when the user toggles "Enable ASIO".
private MnemonicLabel? asioSendDevicesLabel;
private MnemonicLabel? asioReceiveOutputDevicesLabel;
// Mnemonic label for the driver picker, held as a field so we can show/hide it together
// with the driver listbox when the audio mode changes. Created in BuildAudioIOTab only
// when there is at least one ASIO driver installed; null on machines with no ASIO drivers
// (the driver picker is omitted entirely in that case).
private MnemonicLabel? asioDriverLabel;
// Tabbed UI scaffolding — 2026-05-06 refactor. The form's content panel is now a TabControl
// with four logical sections; status (healthLabel/statusLabel) sits in a footer below the
// tabs so the user always sees connection health regardless of which tab is active.
//
// Navigation (the standard Windows / NVDA-friendly pattern):
// * Arrow Left/Right when the tab strip has focus → cycle tabs (NVDA announces each).
// * Ctrl+Tab / Ctrl+Shift+Tab from anywhere on the form → cycle tabs.
// * Tab key from the strip → focus enters the active page's first control.
// * Tab past the last page control → focus moves to the status footer / form chrome.
//
// The TabControl is TabIndex=0 + TabStop=true so a fresh Tab from the form's chrome
// lands on the strip first. We deliberately do NOT auto-focus a control inside the
// active page on SelectedIndexChanged — that competes with arrow-key navigation (every
// arrow press would yank focus off the strip into a page control, and the next arrow
// would go to that control instead of cycling the next tab). Ed reported "bounces
// about" with the previous always-auto-focus design; removed the handler.
//
// Alt+letter shortcuts are gated per-tab inside ProcessCmdKey so a shortcut never
// auto-jumps the user across tabs.
// TabControl + TabPage accessibility: deliberately default everything (no AccessibleName,
// no AccessibleRole, no SelectedIndexChanged hook). Andre's working accessible-readout
// app uses just `new TabPage(text)` and that's it — NVDA reads the active tab name
// correctly via the framework's built-in MSAA exposure. Past attempts to "improve" this
// (custom AccessibleName, dynamic sync on tab change, AccessibleRole.None) all made it
// worse: extra "main sections", "tab control" double-reads, "pane" prefixes. The
// standard pattern wins. 2026-05-06.
// TabControl accessibility: the "tab control" prefix Ed kept hearing is from .NET 10
// WinForms' UIA exposure — it deliberately reports TabControl as a Tab control type
// with TabItem children, and NVDA announces both. Microsoft removed the opt-out
// (Switch.UseLegacyAccessibilityFeatures) for .NET Core / 5+ / 10. Andre's app reads
// cleanly because it's .NET Framework 4.x where the older WinForms accessibility
// implementation exposes less detail.
//
// QuietTabControl below is a Hail Mary: subclass TabControl, override its
// AccessibleObject to return a non-Tab role so NVDA reads less context. Risk:
// dotnet/winforms#11831 throws InvalidOperationException on .NET 8/9 when overriding
// CreateAccessibilityInstance — may or may not be fixed in .NET 10. If it throws at
// runtime, fall back to the bare TabControl and accept the announcement.
private readonly TabControl mainTabControl = new QuietTabControl { Dock = DockStyle.Fill };
private readonly TabPage connectivityTabPage = new("Connectivity");
private readonly TabPage audioIOTabPage = new("Audio inputs and outputs");
private readonly TabPage audioProfileTabPage = new("Audio profile");
// profilesPrefsTabPage retired 2026-05-08 — its contents now live on the File menu.
// connectivityTransportButton + ShowConnectivityTransportDialog removed in Phase 2/3 of
// the 2026-05-06 UI refactor. Connectivity and audio-profile controls now live inline on
// their respective tabs; there's nothing to bridge to.
// 2026-05-11 audio-mode listbox retired. The mode is now derived from the ASIO driver
// picker below: "(none)" → WasapiOnly, any driver → BothIndependent. The classic mixed-Both
// and AsioOnly modes are no longer reachable from the UI; their enum values survive in
// RemSound.Core.AudioMode for backward-compat deserialisation of old profile JSONs only.
// ListBox (not ComboBox) so the user can arrow up/down to change drivers without having to
// click or open a dropdown. Selecting a row immediately fires SelectedIndexChanged, which
// re-applies the backend and refreshes the channel-pair lists below. Both Andre (Komplete
// Audio) and Ed got confused by the combo's open/close interaction; a plain list with
// sticky selection is unambiguous for sighted users and screen-reader users alike.
// First item is always the "(none)" sentinel (NoAsioDriverSentinel below) — selecting it
// means "no ASIO driver, run WASAPI-only". Real driver names follow.
private readonly ListBox asioDriverBox = new() { Width = 280, Height = 80, IntegralHeight = false };
/// <summary>Visible label of the "no ASIO driver" sentinel row in <see cref="asioDriverBox"/>.
/// Equality against this string is how the code distinguishes "user has chosen WASAPI-only"
/// from "user has selected a real driver". Kept as a constant so the visible text and the
/// equality check can never drift apart.</summary>
private const string NoAsioDriverSentinel = "(none)";
/// <summary>True when at least one ASIO driver was detected at startup. Set once in the
/// constructor; <see cref="BuildAudioIOTab"/> reads it to decide whether to render the
/// driver picker at all. On a machine with no ASIO drivers installed the picker (and its
/// "Driver (Alt+D):" label) are omitted entirely — there is nothing to switch to.</summary>
private bool hasAnyAsioDriverInstalled;
// Profile-management buttons retired 2026-05-08 — these actions live in File menu now.
// The methods (SaveProfileAs / UpdateExistingProfile) are still here; they're called from
// the menu item Click handlers in BuildFileMenu.
private readonly Label healthLabel = new() { Text = "Health: disconnected", AutoSize = true };
private readonly Label statusLabel = new() { Text = "Disconnected", AutoSize = true };
// --- Audio profile tab controls (Phase 2 refactor: these were previously in the
// Connectivity & transport dialog as "dialog*" mirrors of hidden form-fields. Now they
// are the canonical UI live on the Audio profile tab, no mirrors required.) ---
private readonly ComboBox codecBox = new() { DropDownStyle = ComboBoxStyle.DropDownList, Width = 360, AccessibleName = "Audio codec (Alt+C)" };
private readonly ListBox sendRateBox = new() { Width = 240, Height = 40, IntegralHeight = false, AccessibleName = "Packet size (Alt+P)" };
// Min 1 ms is intentionally aggressive — for LAN/localhost users who want to push it.
// Values below ~10 ms cause audible crackling on any network with real jitter.
private readonly NumericUpDown maxLatencyBox = new() { Minimum = 1, Maximum = 500, Increment = 1, Value = 80, Width = 90, AccessibleName = "Audio latency in milliseconds (Alt+L)" };
// One-shot "Tune latency for best sound" button retired — continuous auto-tune covers
// the same job, and the manual button confused users by sitting next to the auto-tune
// checkbox doing almost the same thing in a less convenient one-shot shape.
private readonly AccessibleCheckBox continuousTuneBox = new() { Text = "Continuous auto-tune latency", AutoSize = true };
private readonly ComboBox continuousIntervalBox = new() { DropDownStyle = ComboBoxStyle.DropDownList, Width = 90, AccessibleName = "Auto-tune latency interval (Alt+I)" };
// Label for continuousIntervalBox. Held as a field (rather than a local in
// BuildAudioReceiveGroupContents) so UpdateBothIndependentVisibility can rewrite the
// text and mnemonic when the user flips audio mode — the interval governs both lanes'
// auto-tune ticks in BothIndependent, and the label needs to say so. Initialised in
// BuildAudioReceiveGroupContents alongside the other receive-side controls; visibility
// is shared with the WASAPI row (always shown when the row is shown).
private Label? continuousIntervalLabel;
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// BothIndependent-mode companion controls. Created up front so SelectedIndexChanged
// handlers can be wired alongside the originals; they live in their own TableLayoutPanel
// row that toggles Visible=true only when the audio mode is BothIndependent. The labels
// and mnemonics on the *existing* controls are re-written at mode-switch time so they
// become the WASAPI-lane controls (Alt+W / Alt+Y) and these new ASIO controls take over
// the simpler Alt+L / Alt+T mnemonics — ASIO is the "headline" lane in the new mode
// (the reason a user picked it) so it gets the more memorable shortcuts.
private readonly NumericUpDown maxLatencyAsioBox = new() { Minimum = 1, Maximum = 500, Increment = 1, Value = 10, Width = 90, AccessibleName = "ASIO latency in milliseconds (Alt+L)" };
private readonly AccessibleCheckBox continuousTuneAsioBox = new() { Text = "Continuous auto-tune ASIO latency", AutoSize = true };
private readonly ListBox smoothnessBox = new() { Width = 420, Height = 200, IntegralHeight = false, AccessibleName = "Buffer smoothness (Alt+B)" };
private readonly ListBox artefactBox = new() { Width = 420, Height = 60, IntegralHeight = false, AccessibleName = "Artefact sound type (Alt+A) — controls how audio gaps sound" };
private readonly AccessibleCheckBox tightLatencyBox = new() { AutoSize = true };
// Priority mode (per profile). Sits as the first control on the Audio profile tab,
// ungrouped above the two GroupBoxes, so it's the first thing focus lands on when the
// user Tabs into the tab. Toggling marks the profile dirty (the setting lives in
// Profile, not AppConfig) and flips every PerformanceMode lever in one shot — CPU
// scheduling, Windows power management, memory priority, working-set lock, and
// MMCSS thread priority. Label deliberately mentions both "CPU" and "Windows
// performance settings" because the toggle reaches well past just CPU scheduling.
private readonly AccessibleCheckBox priorityModeBox = new()
{
Text = "&Use CPU and Windows performance settings in high priority mode (Alt+U)",
AccessibleName = "Use CPU and Windows performance settings in high priority mode",
AutoSize = true,
};
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// --- Connectivity tab controls (Phase 2 refactor) ---
private readonly LiveCheckedListBox connectedPeersList = new() { CheckOnClick = true, Width = 430, Height = 90, AccessibleName = "Connected peers (Alt+C)" };
private readonly Label connectedPeersStatus = new() { AutoSize = true, Text = "No peer connected." };
private readonly CheckedListBox discoveredPeersList = new() { CheckOnClick = true, Width = 430, Height = 90, AccessibleName = "Discovered peers (Alt+D)" };
private readonly Label discoveredPeersStatus = new() { AutoSize = true, Text = "No peer discovered." };
private readonly CheckedListBox rememberedPeersList = new() { CheckOnClick = true, Width = 430, Height = 90, AccessibleName = "Remembered peers (Alt+R)" };
private readonly Label rememberedPeersStatus = new() { AutoSize = true, Text = "No remembered peer selected." };
private readonly Button manualAddButton = new() { Text = "Add peer by IP (Alt+&A)", AutoSize = true, AccessibleName = "Add peer by IP" };
// loggingBox + writeLogsNowButton field instances retired 2026-05-08 — both controls
// now live inside PreferencesDialog. The form-level logFile.Enabled gate is set
// directly from the settings store at startup (see ApplyLoggingEnabled).
// Read-only multiline TextBox at the end of the Connectivity tab. Tab into it to read
// a live snapshot of connection status (peers / pings / uptime / byte rates). Updates
// every status-tick (1 Hz) but ONLY when the user is NOT focused on the box — that way
// NVDA reads it once when the user lands, doesn't re-announce mid-read. Signature
// short-circuit so the actual Text setter only fires when content changes (NVDA pattern
// matches the peer-list refresh).
private readonly TextBox statusReadout = new()
{
Multiline = true,
ReadOnly = true,
TabStop = true,
Width = 460,
Height = 110,
BorderStyle = BorderStyle.FixedSingle,
ScrollBars = ScrollBars.Vertical,
AccessibleName = "Connection status (Alt+S)",
};
private string lastStatusReadoutText = string.Empty;
// For computing byte-rate deltas. Sampled at each status tick; first tick has no
// prior baseline so the rate shows as 0.
private long lastStatusTxBytes;
private long lastStatusRxBytes;
private DateTime lastStatusSampleUtc = DateTime.MinValue;
// Tracks when the FIRST healthy-peer transition happened in the current "connected"
// span. Cleared when no peers are healthy. Used for the uptime line.
private DateTime? statusConnectedSinceUtc;
// Per-list state (used by sync helpers — was per-method in the old dialog).
private bool suppressConnectedCheck;
private bool suppressDiscoveredCheck;
private bool suppressRememberedCheck;
private string lastConnectedListSignature = string.Empty;
private string lastDiscoveredListSignature = string.Empty;
private string lastRememberedListSignature = string.Empty;
// Local audio bind port. Was a user-editable spinner; removed from the UI on 2026-05-01.
// Unified on 2026-05-05: receiver bind, LAN peer-to-peer dials, and the relay all use a
// single canonical port (RemPacket.DefaultPort = 47830). New manual peers without an
// explicit ":port" suffix default to that, so users never have to type a port for any
// common case — Tailscale, LAN, or a relay server.
private const int LocalAudioPort = RemPacket.DefaultPort;
// The Enable-logs UI is in PreferencesDialog now. Runtime state is logFile.Enabled.
// --- Continuous auto-tune state (mirror controls live in the dialog) ---
private readonly System.Windows.Forms.Timer continuousTuneTimer = new();
private readonly Queue<int> recentMaxGaps = new();
// Last observed value of receiver.SessionsOpenedCount. When this number increases between
// SNAP ticks, a new StreamSession has just opened — the recent-gap and render-callback
// queues contain measurements taken before the new session started (potentially including
// a multi-second cross-session arrival gap), so we flush them and bump
// lastSourceChangeUtc to defer the next auto-tune tick. Without this, the auto-tune would
// see the stale gap and recommend an absurd latency target that prevents the new session
// from ever arming. See the matching diagnostics.ResetGapMeasurements() inside
// AudioReceiver.HandleFormat. 2026-05-11 fix.
private long lastObservedSessionsOpenedCount;
// Parallel rolling window of measured render-callback gaps. Auto-tune previously assumed a
// hardcoded 10ms render period (sized for shared-mode WASAPI), which over-estimated the
// recommendation by 8ms+ on ASIO with small buffers (real callback period ~1ms). Tracking
// the actual measurement lets the formula reflect reality. Same window length as the gap
// queue so they share the lookback discipline.
private readonly Queue<int> recentRenderCbGaps = new();
private const int RecentMaxGapWindowSeconds = 60;
private DateTime lastUserSliderMoveUtc = DateTime.MinValue;
private bool suppressUserSliderMoveTracking; // true while continuous tune is changing the slider
private bool continuousTuneEnabled;
private int continuousTuneIntervalSec = 5;
private long lastObservedUnderrunCount;
private HeartbeatService? heartbeatService;
// Last time TryAdoptLiveHeartbeatAddress re-pointed the sender at a peer's live address.
// Gives a fresh endpoint time to prove healthy before another swap can fire (anti-thrash).
private DateTime lastAddressAdoptionUtc = DateTime.MinValue;
// Tracks whether each peer was last considered CONNECTED, for the connect/disconnect cues.
// "Connected" now means audio is actually flowing OR the heartbeat is healthy — not the
// heartbeat alone (see DetectAndAnnouncePeerHealthTransitions). The bool, rather than the
// raw health state, gives natural hysteresis: once connected we stay connected until audio
// genuinely stops AND the heartbeat goes unreachable, so a heartbeat blip while audio keeps
// playing never fires a false disconnect cue. 2026-05-31 rewrite.
private readonly Dictionary<string, bool> peerConnectedState = new(StringComparer.OrdinalIgnoreCase);
private CuePlayer? connectSound;
private CuePlayer? disconnectSound;
// Recording start/stop cues. Played via SoundPlayer to the default Windows output —
// same path as connect/disconnect. They don't pass through our recording taps (those
// sit on the internal sender mix bus and receiver render path), so they don't appear
// in normal recordings. A user who has a WASAPI loopback of the same output device as
// a capture source would still get them, but that's their loopback configuration, not
// anything the recorder is doing.
private CuePlayer? recordStartSound;
private CuePlayer? recordStopSound;
// Profile-save and profile-switch cues, added 2026-05-28 alongside the move of all
// default WAVs into a sounds\ subfolder. Save fires after a successful File → Save /
// Save As; Profile fires immediately after a profile finishes loading in MainForm.
private CuePlayer? saveSound;
private CuePlayer? profileSwitchSound;
private CuePlayer? profileMenuOpenSound;
private CuePlayer? updateSound;
// Machine-wide cues (2026-06-13): send/receive toggled on/off, and minimise(hide)/restore(show).
private CuePlayer? sendOnSound;
private CuePlayer? sendOffSound;
private CuePlayer? receiveOnSound;
private CuePlayer? receiveOffSound;
private CuePlayer? hideSound;
private CuePlayer? showSound;
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// Labels for the three send/receive device lists, captured at layout time so they can be
// re-titled when the user toggles between WASAPI mode (Windows devices) and ASIO mode
// (driver channel pairs). null until BuildLayout has run.
private MnemonicLabel? sendOutputDevicesLabel;
private MnemonicLabel? sendInputDevicesLabel;
private MnemonicLabel? receiveOutputDevicesLabel;
// Set when the user ticks/unticks a source. Auto-tune skips for one interval afterward so the
// brief settling jitter on a newly-added capture doesn't bias the recommendation upward.
private DateTime lastSourceChangeUtc = DateTime.MinValue;
// --- Peer state ---
private readonly Dictionary<Guid, PeerAnnouncement> knownPeers = [];
private readonly Dictionary<Guid, PeerAnnouncement> manualPeers = [];
private readonly Dictionary<string, Guid> rememberedPeerInstanceIds = new(StringComparer.OrdinalIgnoreCase);
// Endpoint targets the user has ticked. STICKY — once a peer is selected, its IP/port stays
// here regardless of whether discovery currently sees it. Discovery turnover (peer briefly
// offline, NIC blips, sleep, etc.) does NOT untick or stop the sender. UDP just keeps flowing
// toward the cached IP; if no one's home, packets disappear, and they resume the moment the
// peer comes back. Neither machine has to be online "first" or "in order".
//
// Key: peer instance Guid (or generated one for IP-only manual entries).
// Value: last-known endpoint. If discovery sees the same instance with a new address (DHCP
// renewal etc.) we update the value but keep the key.
private readonly Dictionary<Guid, IPEndPoint> selectedPeerEndpoints = [];
// Display labels for selected peers so we can render them in the dialog list even when
// discovery has temporarily lost sight of them ("Foo (192.168.1.5) — offline").
private readonly Dictionary<Guid, string> selectedPeerLabels = [];
private readonly Dictionary<CheckedListBox, int> lastFocusedListIndices = [];
private readonly System.Windows.Forms.Timer statusTimer = new() { Interval = 1000 };
// Device-list refresh. As of v3.4 this is EVENT-DRIVEN, not polled: an
// AudioDeviceChangeNotifier registers for Windows audio endpoint-change notifications and
// pokes this timer when the device set actually changes (USB hot-plug / unplug, default-device
// change). The timer then acts as a one-shot DEBOUNCE — a burst of add/remove/default-changed
// callbacks collapses into a single RefreshAudioDeviceLists ~750 ms after the last one, so the
// listboxes (and NVDA) are only touched when something truly changed, and zero work happens
// while nothing is being plugged or unplugged. If notification registration ever fails we fall
// back to the pre-v3.4 periodic poll (deviceRefreshOneShot = false, 3 s). This replaces the old
// 3-second poll that re-enumerated every WASAPI device — and re-opened the ASIO driver — on
// every tick regardless of whether anything had changed.
private readonly System.Windows.Forms.Timer deviceRefreshTimer = new() { Interval = 750 };
// True when deviceRefreshTimer is a one-shot debounce (notification-driven — the normal case);
// false when it's the periodic-poll fallback. Controls whether the Tick handler stops the timer.
private bool deviceRefreshOneShot = true;
// Windows audio endpoint-change notifier — drives the debounced device-list refresh. Null until
// wired in the constructor; disposed in FormClosing (which unregisters the COM callback).
private AudioDeviceChangeNotifier? deviceChangeNotifier;
// Receive-output device IDs the user/profile selected — kept even while a device is unplugged,
// so a card that returns is silently re-ticked and re-opened (issue #5: recover after USB
// unplug). Receive-only: the send lists deliberately don't persist selection (AudioDeviceCatalog).
private readonly HashSet<string> rememberedReceiveOutputIds = new(StringComparer.OrdinalIgnoreCase);
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// Debounce timer for ASIO driver listbox selection. See SelectedIndexChanged handler
// wiring for the full rationale. 300 ms is long enough to coalesce arrow-key bursts
// (NVDA users typically press a few keys in quick succession to scan through items),
// short enough that a deliberate selection feels responsive. Auto-stop on Tick.
private readonly System.Windows.Forms.Timer asioDriverChangeDebounce = new() { Interval = 300 };
private string sendOutputDevicesSignature = string.Empty;
private string sendInputDevicesSignature = string.Empty;
private string receiveOutputDevicesSignature = string.Empty;
private string asioSendDevicesSignature = string.Empty;
private string asioReceiveOutputDevicesSignature = string.Empty;
private string? cachedAsioProbeDriverName;
private AsioDriverProbeResult? cachedAsioProbeResult;
private bool cachedAsioProbeFailed;
// ASIO drivers RemSound must never touch (e.g. the handle-leaking Realtek ASIO driver),
// mirrored from AppConfig.DisabledAsioDrivers at startup so the device refresh can check
// without disk I/O. Updated when the user disables/enables via the warning or Options menu.
private readonly HashSet<string> disabledAsioDrivers = new(StringComparer.OrdinalIgnoreCase);
// Realtek ASIO drivers found installed at startup (name contains "Realtek"). Drives the
// one-time compatibility warning and the Options-menu enable/disable toggle.
private List<string> realtekAsioDriverNames = new();
private ToolStripMenuItem? realtekAsioToggleItem;
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// True while we're rebuilding a CheckedListBox programmatically — suppresses the per-item
// ItemCheck handler so re-adding pre-checked items doesn't fire ApplyAudioRuntime per item.
private bool suppressDeviceCheckChange;
private bool connected;
private DateTime connectedSinceUtc = DateTime.MinValue;
private DateTime lastSnapshotUtc = DateTime.MinValue;
private DateTime lastCaptureZeroLogUtc = DateTime.MinValue;
// Full set of selected send endpoints (one per resolved peer address). The heartbeat pings
// ALL of these; the audio sender is armed with the subset that isn't long-unreachable — see
// RefreshAudioReceivers. Stored so the per-tick re-filter doesn't re-resolve addresses.
private IPEndPoint[] allSendEndpoints = [];
// Cached "ip:port|ip:port" signature of the endpoints currently armed for AUDIO, so the
// per-tick refresh only calls SetReceivers when the armed set actually changes. null forces
// a re-push (set when the selected-peer set changes).
private string? activeAudioReceiverSignature;
// How long an endpoint must be continuously unreachable before we stop sending the audio
// stream to it. Well beyond the heartbeat's 5s UnreachableWindow so a transient blip never
// interrupts audio to a healthy peer. The endpoint stays in the heartbeat's tracked set, so
// when it recovers it's automatically re-armed. Stops the "peer hostname resolves to a live
// LAN IP plus a dead Tailscale IP, so we upload the whole stream twice" waste.
private static readonly TimeSpan AudioPruneUnreachableAfter = TimeSpan.FromSeconds(30);
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private bool firstCaptureCallbackLogged;
private bool firstSenderPacketLogged;
private bool firstReceiverPacketLogged;
// Counter for SnapshotLogIfDue's periodic native-memory reaper. Increments once per
// snapshot tick (~1 Hz) and triggers a forced gen2 + finalizer flush every 300 ticks
// (~5 minutes). See the inline comment in SnapshotLogIfDue for the full rationale.
private int nativeReaperTickCount;
// Counts status ticks (~1 Hz) so the heavier handle-TYPE probe runs on a slow cadence
// (~once a minute) rather than every diag line. 2026-06-07, for the receiver handle leak.
private int handleProbeTickCount;
// Previous-tick values for the per-second deltas surfaced in the diag log line. Each is
// the receiver-side cumulative counter snapshot at the previous SnapshotLogIfDue tick;
// subtracting from the current value gives "how many fired this second". Only read when
// DiagnosticsGate.Enabled (i.e. logs on); otherwise SnapshotLogIfDue early-outs before
// touching these.
// prevDiagDriftDrops / prevDiagDriftReps removed 2026-05-23. Drift drop/repeat counters
// were dead since the Phase-4 fixed-ratio resampler design (always zero); diag columns
// are gone too.
private long prevDiagConceal;
private long prevDiagShortRead;
private long prevDiagTrimFires;
// Wire-level packet-sequence tracking deltas. Detects packet reordering, loss, or
// duplication on the UDP path between sender and receiver. On a healthy LAN all three
// failure counters should stay at zero; any non-zero delta in the diag log is a smoking
// gun for transport-layer-induced pops.
private long prevDiagWireInOrder;
private long prevDiagWireMissed;
private long prevDiagWireReordered;
private long prevDiagWireDuplicated;
// Per-second delta for the sender's hard-clamp clipping counter. A non-zero clipΔ means
// the mix bus was producing samples whose magnitude exceeded 1.0 and got clamped. Clipping
// itself doesn't create steps but is a signal that the input is hot enough that something
// could be saturating.
private long prevDiagClippedSamples;
// Per-second GC delta. .NET tracks cumulative collection counts per generation; we
// remember the previous tick's values and emit gen-0 / gen-1 / gen-2 deltas in the diag
// log so a click-event correlation analysis can spot when a GC pause coincided with a
// receive-side arrival-gap spike. Gen-2 in particular implies a multi-millisecond stall
// that's a plausible click source. 2026-05-21.
private int prevDiagGc0Count;
private int prevDiagGc1Count;
private int prevDiagGc2Count;
// Per-process CPU% / memory / allocation / GC meter — drained once per second by the
// diag emitter. New 2026-05-22, item 1 + 3 of RemSoundefficiency.md. Carries no cost
// when logs are off because the diag emitter is itself gated.
private readonly ProcessSelfMeter processSelfMeter = new();
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// Profile system (2026-05-02). The active profile (if any) was selected at app start and
// populated `settings` with its values BEFORE the constructor body runs (see ApplyProfile
// below). Control-level state (device ticks, send/receive checkboxes, audio port, volume
// slider, ticked peers) is applied later in OnShown via ApplyPendingProfileToControls()
// because the device lists aren't populated until then. NextProfileTitleToLoad is read by
// Program.cs after the form closes; non-null means "user clicked Switch in Manage profiles —
// re-launch the form under that profile."
private ProfileStore? profileStore;
private string? currentProfileTitle;
// True when the active profile has its ReadOnly flag set. Drives three behaviours:
// * The window title gets a " (read-only)" suffix so NVDA / sighted users see
// immediately that changes won't persist.
// * Ctrl+S / File → Save politely refuses (with a "use Save As instead" message).
// * OnFormClosing skips the unsaved-changes prompt entirely — that's the whole
// point of read-only mode, so a profile you live in and toggle send/receive
// on doesn't block shutdown with a dialog you can't reach (NVDA crashed, remote
// session dropped, machine hibernating).
// 2026-05-22 — Andre's request: he toggles send/receive on his default profile and
// it shouldn't block shutdown when his screen reader can't reach the dirty-prompt.
// Toggled via File → Lock profile (read-only) and persisted on the profile JSON.
private bool currentProfileReadOnly;
// The active profile's encryption password, in PLAIN text (the profile JSON stores it
// lightly scrambled — see RemSoundCrypto.Obfuscate). "" = no password set. Two peers can
// exchange audio only when their profile passwords match. Set from the loaded profile in
// the constructor, changed via File → Change this profile's password, and carried back into
// every save by BuildCurrentProfile. 2026-05-31 (always-on encryption, in development).
private string currentProfilePassword = "";
// The AES key + fingerprint derived from currentProfilePassword, cached so the slow key
// derivation only runs when the password actually changes. Pushed down to the sender and
// receiver by RecomputeAudioCrypto. Null when no password is set (then no audio flows).
private byte[]? currentAudioKey;
private byte[]? currentAudioFingerprint;
private string? lastDerivedPassword;
// Re-entrancy guard for the "you need a password to stream" gate, so programmatically
// un-ticking the send/receive box (when the user cancels the password prompt) doesn't
// re-fire the gate. And a record of which peers we've already warned about a password
// mismatch / out-of-date version, so the warning shows once per change, not every second.
private bool suppressStreamingPasswordGate;
private readonly Dictionary<System.Net.IPAddress, PeerSecurityStatus> lastSecurityWarned = new();
// The actual menu item — kept as a field so profile-load (or read-only toggle) can
// sync .Checked without rebuilding the menu. CheckOnClick lets the menu item flip
// itself on every click; the CheckedChanged handler reads the new value and runs
// OnLockProfileToggled.
private ToolStripMenuItem? lockProfileMenuItem;
// Guards CheckedChanged on lockProfileMenuItem against the programmatic sync that
// happens on profile-load — without it, loading a profile that's read-only would
// re-fire the toggle handler and re-persist the flag pointlessly.
private bool suppressLockProfileToggleHandler;
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/// <summary>Full filesystem path of the active profile's JSON file. Tracked separately
/// from <see cref="currentProfileTitle"/> because Save As (2026-05-10) lets the user
/// write a profile to an arbitrary path outside <see cref="ProfileStore.BaseDirectory"/>.
/// Save / Rename operate on this path so they update / rename the file the user is
/// actually editing — not whatever happens to be in BaseDirectory under the same name.
/// Null on Blank template.</summary>
private string? currentProfilePath;
private Profile? pendingProfile;
public string? NextProfileTitleToLoad { get; private set; }
/// <summary>Set by File → New profile. Program.cs's relaunch loop checks this FIRST and, when
/// true, rebuilds the form on a fresh blank template (<see cref="Profile.NewBlank"/>, no title)
/// instead of loading a saved profile. It's the only way to reach a blank template mid-session
/// — the fix for being unable to create a new profile when "start with a specific profile"
/// boots the user straight past the picker (issue #6).</summary>
public bool LoadBlankTemplateNext { get; private set; }
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/// <summary>Full path of the next profile to load, set when the user opens a file via
/// File → Open profile. Program.cs prefers this over <see cref="NextProfileTitleToLoad"/>
/// when non-null — it deserialises the JSON from this exact path, not from the active
/// store's base directory. Lets Open profile work for files saved outside that folder.</summary>
public string? NextProfilePathToLoad { get; private set; }
// Set true by MarkProfileDirty() when the user actively changes something. Used as a
// fast-path hint — we still do the JSON diff at close to be sure, but this lets us skip
// the diff entirely when no user action has happened. Cleared on save and on profile load.
private bool unsavedChanges;
// Skip MarkProfileDirty calls while we're programmatically applying a loaded profile.
private bool applyingProfile;
// Set true the instant an auto-update hands off and we're about to exit to let the
// installer restart us. While this is set, the close path skips EVERY prompt — the
// update is a deliberate, unattended action and no dialog (least of all the unsaved-
// changes prompt, whose default button is Cancel) may be allowed to abort the restart.
// This was the second link in Andre's runaway: a stray Enter/Escape on the save prompt
// cancelled the update's exit, so the new version never came up cleanly.
private bool updatingInProgress;
// Set once an install has actually begun (download + stage + helper launch). Guards against
// firing the installer twice from a single process: the ~4 s startup check and the periodic
// background poll can both surface the same release in quick succession, and without this
// each would stage and spawn its own helper. Cross-PROCESS duplication is prevented by the
// single-instance lock in Program.Main; this is the within-process half of that protection.
private bool updateInstallStarted;
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/// <summary>Set when the user changed the profiles FOLDER (not just switched profile)
/// via the Manage Profiles dialog. Program.cs reads this after the form closes; if true,
/// it re-runs the entire profile selection flow under the new folder rather than the
/// cheap "switch within current folder" path. Mutually exclusive with
/// <see cref="NextProfileTitleToLoad"/> in practice.</summary>
public bool ReloadFromScratch { get; private set; }
/// <summary>Bring this window to the front, restoring it from the system tray if it's
/// parked there. Called when the user launches a SECOND copy of RemSound and the single-
/// instance guard chooses "switch to the running copy" — the second copy signals this one
/// to surface instead of starting another process. Safe to call from any thread: it
/// marshals to the UI thread itself. Reuses the tray controller's Restore (Show +
/// SetForegroundWindow), which works whether the window is in the tray or just behind
/// other windows.</summary>
public void RestoreFromTray()
{
if (IsDisposed) return;
try
{
if (InvokeRequired) { BeginInvoke(new Action(RestoreFromTray)); return; }
trayController.Restore();
}
catch { /* best-effort — surfacing the window is a convenience, not load-critical */ }
}
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public MainForm() : this(null, null, null, null) { }
public MainForm(ProfileStore? profileStore, Profile? profile, string? loadedTitle, string? loadedPath = null)
{
this.profileStore = profileStore;
currentProfileTitle = loadedTitle;
// Resolve the active profile's full path from whichever bit of info Program.cs
// passed in. If a path was explicitly given (Open-from-arbitrary-folder flow),
// honour it. Otherwise infer from the store's BaseDirectory + sanitised title.
// Null when on Blank template (no file to track).
if (!string.IsNullOrEmpty(loadedPath))
{
currentProfilePath = loadedPath;
}
else if (profileStore is not null && !string.IsNullOrEmpty(loadedTitle))
{
currentProfilePath = profileStore.PathFor(loadedTitle);
}
// Track the loaded profile in the machine-local recents list so the File → Recent
// profiles submenu can offer it next time. Skipped for the blank-template case
// (currentProfilePath stays null when no profile was loaded). 2026-05-15.
if (!string.IsNullOrEmpty(currentProfilePath))
{
try
{
var cfg = AppConfig.Load();
cfg.NoteRecentProfile(currentProfilePath);
cfg.Save();
}
catch { /* benign — recents tracking is a convenience, not load-critical */ }
}
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pendingProfile = profile;
// Carry the profile's ReadOnly flag through to the in-memory tracking field. Blank
// template (profile == null) implicitly starts as not-read-only; users still have
// the menu toggle available if they want to lock the working state mid-session.
currentProfileReadOnly = profile?.ReadOnly ?? false;
// Unscramble the profile's stored password into the in-memory plain-text working value.
currentProfilePassword = RemSoundCrypto.Deobfuscate(profile?.Password);
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// Push the profile's settings-shaped fields (codec, hotkeys, smoothness, etc.) into
// the in-memory settings cache BEFORE the rest of the constructor body reads from it.
// Control states (device ticks, checkboxes, volume) come later in OnShown.
if (profile is not null) settings.ApplyProfile(profile);
// BothModeWarningSuppressed migration removed 2026-05-11. The popup it suppressed
// (the classic-Both ~45 ms latency warning) is gone with the audio-mode listbox, so
// there's nothing to suppress any more. Old profile JSONs that still contain the
// field deserialise with it ignored.
Text = FormatWindowTitle(loadedTitle);
Width = 640;
Height = 600;
MinimumSize = new Size(560, 520);
StartPosition = FormStartPosition.CenterScreen;
// No AccessibleName / AccessibleRole on the form. Andre's accessible app does not
// set these and NVDA reads cleanly there; setting them here was over-engineering.
// Set the checkbox visible Text (with mnemonic) AND AccessibleName here in the
// constructor body. The working RSound.old build used this two-step pattern; setting
// these inline in the field initializer was enough to break NVDA state-change
// announcements on toggle.
// Explicit "(Alt+letter)" suffix on every shortcut-bearing label so both sighted users
// and NVDA see/hear the shortcut consistently. The previous WinForms `&letter` mnemonic
// auto-derivation was unreliable in our layout (FlowLayoutPanel-wrapped lists broke
// the framework's label-to-control association heuristic). ProcessCmdKey handles every
// activation explicitly. Keeping visible label and AccessibleName identical, per Ed's
// "labels are one phrase used twice" rule.
receiveAudioCheckbox.Text = "Receive audio (Alt+&R)";
receiveAudioCheckbox.AccessibleName = "Receive audio";
sendMyAudioCheckbox.Text = "Send my audio (Alt+&S)";
sendMyAudioCheckbox.AccessibleName = "Send my audio";
hotkeyController = new MainFormHotkeyController(
settings,
() => sendMyAudioCheckbox.Checked = !sendMyAudioCheckbox.Checked,
() => receiveAudioCheckbox.Checked = !receiveAudioCheckbox.Checked,
ToggleTrayFromHotkey,
() => NudgeVolume(+5),
() => NudgeVolume(-5),
// Global Start / Stop recording. Same ToggleRecording path the Record menu item
// and the in-app Ctrl+R use — the hotkey just makes it work without RemSound
// having keyboard focus.
ToggleRecording,
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// Three remote-control hotkeys: each one transmits a Control packet to all
// currently-tracked peers via the audio sender's NAT pinhole. The receiving peer
// applies the change locally if it has Profile.AcceptRemoteVolumeCommands on.
// See SendRemoteControl for the dispatch detail.
() => SendRemoteControl(RemoteControlKind.VolumeUp, +5),
() => SendRemoteControl(RemoteControlKind.VolumeDown, -5),
() => SendRemoteControl(RemoteControlKind.MuteToggle, 0),
// Three Windows-global-volume hotkeys: each press makes connected peers nudge
// their Windows default-output-device master volume by one OS-native step (~2%).
// delta=0 — system commands ignore the delta byte, the per-press step size is
// fixed by Windows. Hold the hotkey for bigger jumps.
() => SendRemoteControl(RemoteControlKind.SystemVolumeUp, 0),
() => SendRemoteControl(RemoteControlKind.SystemVolumeDown, 0),
() => SendRemoteControl(RemoteControlKind.SystemMuteToggle, 0),
ShowQuickProfileSwitch);
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// Pipe hotkey controller diagnostics into the main log so we can see, e.g.,
// "capture send-system-volume-down: OK = Ctrl+Shift+Alt+J" and
// "register send-system-volume-down: FAILED = Ctrl+Shift+Alt+J (Win32 error 1409:
// another app or another RemSound process already registered this combo)".
// The user gets the regular MessageBox warning on registration failure; the log
// captures the cause so we can debug without guessing.
hotkeyController.Log = msg => logFile.Event($"hotkey: {msg}");
// Hotkey edits via the Keyboard shortcuts dialog need to mark the profile dirty
// so the close-without-saving prompt fires. The dirty flag is only set by direct
// UI handlers in MainForm; the controller is its own object so it can't reach
// MarkProfileDirty without being told how. Without this hook the user would change
// a binding, close, get no prompt, launch again — and find their new binding
// wasn't in the profile JSON. (The settings cache holds it, but the cache is
// copied to the profile only on Save / Update, not on close.)
hotkeyController.OnHotkeyChanged = () =>
{
MarkProfileDirty();
// Keep the spoken "press X anywhere" hints in sync with the new binding.
UpdateHotkeyAnnouncements();
};
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trayController = new MainFormTrayController(
this,
// getSending / toggleSending — the tray's "Enable sending" checkable item reads
// and toggles the main-window send checkbox. Toggle (not set-to-true) so right-
// clicking it twice doesn't get the user stuck on. 2026-05-28 redesign.
getSending: () => sendMyAudioCheckbox.Checked,
toggleSending: () => sendMyAudioCheckbox.Checked = !sendMyAudioCheckbox.Checked,
getReceiving: () => receiveAudioCheckbox.Checked,
toggleReceiving: () => receiveAudioCheckbox.Checked = !receiveAudioCheckbox.Checked,
// Profiles submenu — list of recent profile file paths read live from AppConfig
// every time the submenu opens, so newly-loaded profiles appear immediately.
getRecentProfilePaths: () => AppConfig.Load().RecentProfiles,
switchToProfile: path => SwitchToRecentProfile(path),
// Tooltip builder — called once just before the tray icon first becomes visible
// (in Minimize) so the shell's NIM_ADD sees the current live state instead of a
// stale "starting up" string. Subsequent updates ride on the 1 Hz snapshot tick.
buildTooltip: BuildTrayTooltip,
exit: Close);
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recordingController = new RecordingController(
sender,
receiver,
settings,
msg => logFile.Event($"recorder: {msg}"));
recordingController.RecordingStateChanged += UpdateStartStopRecordingMenuLabel;
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// --- Set accessibility names ---
// For these four controls the keyboard shortcut is included explicitly in both the
// visible label (set in BuildLayout) and the AccessibleName, instead of relying on the
// WinForms `&letter` auto-derivation. The auto-derivation went wrong because the lists
// are wrapped in a FlowLayoutPanel, which breaks the framework's "label associated with
// the next focusable" heuristic. ProcessCmdKey is what actually performs the focus
// change. Per Ed's working rule "labels are one phrase used twice", visible text and
// AccessibleName here are kept identical.
// 2026-05-08 NVDA-announce fix — embed "(Alt+X)" in AccessibleName for non-CheckBox
// controls. The framework's auto-derivation of KeyboardShortcut from a labelled-by
// MnemonicLabel is unreliable inside FlowLayoutPanel-wrapped rows (sometimes picks
// up the wrong row's label, sometimes finds nothing). Putting the shortcut in the
// AccessibleName text guarantees NVDA announces it consistently right after the
// control name. CheckBoxes own their own &-mnemonic via their Text and don't need
// the suffix in AccessibleName — they're left as bare names.
volumeBar.AccessibleName = "Set volume for all received audio (Alt+V)";
receiveOutputDevicesList.AccessibleName = "WASAPI outputs for received sound (Alt+3)";
receiveOutputDevicesStatusLabel.AccessibleName = "Selected receive output device status";
sendOutputDevicesList.AccessibleName = "WASAPI outputs to send (Alt+4)";
sendOutputDevicesStatusLabel.AccessibleName = "Selected output device status";
sendInputDevicesList.AccessibleName = "WASAPI inputs to send (Alt+5)";
sendInputDevicesStatusLabel.AccessibleName = "Selected input device status";
asioReceiveOutputDevicesList.AccessibleName = "ASIO outputs for received sound (Alt+1)";
asioReceiveOutputDevicesStatusLabel.AccessibleName = "Selected ASIO receive channel status";
asioSendDevicesList.AccessibleName = "ASIO inputs to send (Alt+2)";
asioSendDevicesStatusLabel.AccessibleName = "Selected ASIO send channel status";
// Keyboard shortcuts / Minimise to tray / Save / Save as buttons retired 2026-05-08
// (now File menu items in BuildFileMenu).
asioDriverBox.AccessibleName = "ASIO driver (Alt+D)";
// "Uncheck all inputs and outputs on all soundcards" — clears every device tick in one
// press. Button owns its own &-mnemonic (Alt+U), so AccessibleName stays clean per Ed's
// mnemonic convention.
uncheckAllDevicesButton.Text = "Uncheck all inputs and outputs on all soundcards and set ASIO driver to none (Alt+&U)";
uncheckAllDevicesButton.AccessibleName = "Uncheck all inputs and outputs on all soundcards and set ASIO driver to none";
uncheckAllDevicesButton.Click += (_, _) => UncheckAllDevices();
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// Populate ASIO driver list at startup. Discovers all ASIO drivers via NAudio + a
// registry scan covering 32-bit + 64-bit + HKLM + HKCU views (some drivers register in
// unusual places). The "(none)" sentinel is always row 0 so the user can return to
// WASAPI-only without uninstalling drivers; if no real drivers are found at all, the
// driver picker is hidden entirely in BuildAudioIOTab and the form runs WASAPI-only.
var asioDriverNames = AsioDeviceProbe.EnumerateDriverNames();
hasAnyAsioDriverInstalled = asioDriverNames.Count > 0;
// Mirror the per-machine "never touch this driver" list (global config) so the picker can
// hide disabled drivers and the device refresh can skip them without disk I/O.
var realtekStartupConfig = AppConfig.Load();
disabledAsioDrivers.Clear();
foreach (var d in realtekStartupConfig.DisabledAsioDrivers) disabledAsioDrivers.Add(d);
// Realtek's bundled ASIO driver leaks OS handles on every open — flag any installed Realtek
// ASIO driver so OnShown can offer to disable it and the Options menu can toggle it.
realtekAsioDriverNames = asioDriverNames.Where(n => AppConfig.IsRealtekAsioDriver(n)).ToList();
logFile.Event($"asio drivers enumerated at startup: [{string.Join(", ", asioDriverNames.Select(n => $"\"{n}\""))}]"
+ (disabledAsioDrivers.Count > 0 ? $"; disabled in RemSound: [{string.Join(", ", disabledAsioDrivers)}]" : "")
+ (realtekAsioDriverNames.Count > 0 ? $"; realtek detected: [{string.Join(", ", realtekAsioDriverNames)}]" : ""));
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asioDriverBox.Items.Add(NoAsioDriverSentinel);
foreach (var name in asioDriverNames)
{
if (disabledAsioDrivers.Contains(name)) continue; // hidden — RemSound won't touch it
asioDriverBox.Items.Add(name);
}
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// Restore the previously-chosen driver if it's still installed; otherwise land on the
// "(none)" sentinel. We deliberately do NOT auto-pick the first real driver — the user
// opts in by arrowing down to a driver row themselves. This is the "driver dropdown
// IS the mode switch" design (2026-05-11): default off, explicit user action turns
// ASIO on.
var savedDriver = settings.LoadAsioDriverName();
if (!string.IsNullOrWhiteSpace(savedDriver) && asioDriverBox.Items.Contains(savedDriver!))
{
asioDriverBox.SelectedItem = savedDriver;
}
else
{
asioDriverBox.SelectedIndex = 0; // "(none)"
}
// Debounced driver-change. Each SelectedIndexChanged restarts the timer; the actual
// apply runs once 300 ms after the user stops moving. Reasons:
// 1. Arrowing through 5 drivers to read their names should not tear down + reopen
// the COM object 5 times — single-client drivers can get confused by rapid
// open/close churn. Timer collapses the burst into one apply at the end.
// 2. Each apply auto-unticks the ASIO send/receive channel rows (see comment in
// the timer Tick handler) — we don't want to thrash that on every arrow press.
asioDriverBox.SelectedIndexChanged += (_, _) =>
{
asioDriverChangeDebounce.Stop();
asioDriverChangeDebounce.Start();
};
asioDriverChangeDebounce.Tick += (_, _) =>
{
asioDriverChangeDebounce.Stop();
var selected = asioDriverBox.SelectedItem as string;
// Translate the "(none)" sentinel into a real null at the settings boundary so
// the rest of the app sees the legacy "no ASIO driver chosen" shape.
var newDriver = string.Equals(selected, NoAsioDriverSentinel, StringComparison.Ordinal) ? null : selected;
var previousDriver = settings.LoadAsioDriverName();
settings.SaveAsioDriverName(newDriver);
var driverActuallyChanged = !string.Equals(previousDriver, newDriver, StringComparison.OrdinalIgnoreCase);
if (driverActuallyChanged) MarkProfileDirty();
if (driverActuallyChanged) ClearAsioProbeCache();
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// When the driver actually changes (including switching to/from "(none)"), clear
// ASIO ticks. The synthetic device-id "asio:N" is a pair-index into whichever
// driver is loaded; pair 2 of the Audient is a different physical channel from
// pair 2 of the Komplete. If we let the old ticks survive a driver swap, the
// wrong channels would be captured/rendered until the user noticed and re-ticked.
if (driverActuallyChanged)
{
try
{
suppressDeviceCheckChange = true;
for (var i = 0; i < asioSendDevicesList.Items.Count; i++) asioSendDevicesList.SetItemChecked(i, false);
for (var i = 0; i < asioReceiveOutputDevicesList.Items.Count; i++) asioReceiveOutputDevicesList.SetItemChecked(i, false);
}
finally { suppressDeviceCheckChange = false; }
}
// The audio mode is now derived from whether a driver is selected — re-applying
// here switches sender/receiver between WasapiOnly and BothIndependent as needed.
// UpdateBothIndependentVisibility refreshes the ASIO-lane latency row, and
// ApplyContinuousTuneTimer re-evaluates which auto-tune lanes need ticking.
UpdateBothIndependentVisibility();
ApplyContinuousTuneTimer();
ApplyAsioMode();
};
healthLabel.AccessibleName = "Connection health";
statusLabel.AccessibleName = "Status";
codecBox.AccessibleName = "Audio codec (Alt+C)";
maxLatencyBox.AccessibleName = "Audio latency in milliseconds (Alt+L)";
// --- Populate static choices ---
// Three transport choices, ordered most-tolerant-of-bad-networks to most-demanding:
// * PCM 48K 24-bit — uncompressed, ~2.3 Mbps
// * Opus broadcast quality — 20 ms frame (960 samples/ch at 48 kHz), loss tolerant
// * Opus live latency — 2.5 ms frame (120 samples/ch at 48 kHz), 8× the packet
// rate of broadcast quality, for jamming / live monitoring
// The 10 ms middle option (480 samples/ch) that lived here in v2.x has been retired —
// it sat between the other two without a clear use case (saved only 5 ms over 20 ms
// and gave up loss tolerance for no clearly audible win). Frame size on the wire is
// samples-per-channel at 48 kHz (v3.0 unit). Labels avoid numbers and ms jargon per
// the manual's "use case in words" convention; the per-peer status line surfaces the
// actual ms figure for users who want to verify.
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codecBox.Items.AddRange(new object[]
{
new CodecChoice("PCM 48K 24 bit — uncompressed", AudioTransportCodec.Pcm, 0),
new CodecChoice("Opus, broadcast quality — loss tolerant", AudioTransportCodec.Opus, 960),
new CodecChoice("Opus, live latency — for jamming and monitoring", AudioTransportCodec.Opus, 120),
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});
codecBox.SelectedIndex = ResolveCodecIndex(settings.LoadCodec(), settings.LoadOpusFrameSamplesPerChannel());
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var initialCodec = (CodecChoice)codecBox.SelectedItem!;
sender.ConfigureCodec(initialCodec.Codec, EffectiveOpusFrameSamples(initialCodec.Codec, initialCodec.OpusFrameSamples, settings.LoadSendRate()));
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sender.SetSendRate(settings.LoadSendRate());
// Relay-mode plumbing. The sender's UDP socket is always-receiving from form construction
// onwards: in LAN peer-to-peer no inbound traffic arrives at this socket (LAN peers send
// direct to the receiver's well-known port), but in relay mode this is where audio and
// heartbeat replies show up — they come back through the NAT pinhole opened by the first
// outbound packet from this socket. We dispatch by packet type to the right pipeline.
sender.OnInboundPacket = (buffer, length, remote) =>
{
if (length < RemPacket.HeaderSize) return;
if (!RemPacket.TryReadHeader(buffer.AsSpan(0, length), out var type, out _, out _)) return;
if (type == RemPacketType.Heartbeat)
{
heartbeatService?.HandleInjectedPacket(buffer, length, remote);
}
else
{
// Format / Audio / KeepAlive — feed into the receiver's existing pipeline as if
// it had arrived on the well-known port. Allow-list, session creation, decoder,
// and playout all work unchanged — they don't know or care which socket the
// packet came in on.
receiver.InjectExternalPacket(buffer, length, remote);
}
};
sender.StartReceiving();
// Tight-latency mode is now sender-side only (per-callback PCM emission in ASIO mode).
// The receiver-side hook was removed in the 2026-05-06 cleanup since the resampler is
// no longer in the receive path. The dialog checkbox label still says "Lock to audio
// clock" but only affects the sender now.
var initialTightLatency = settings.LoadTightLatencyMode();
sender.SetTightLatency(initialTightLatency);
// Log it so post-test analysis can correlate clicks with tight-latency state without
// having to infer from sender-engine restarts. Includes the audio mode because what
// "tight" means is mode-dependent (per-callback ASIO emission vs. WASAPI push-mode).
logFile.Event($"tight latency at startup: {(initialTightLatency ? "on" : "off")} (audio mode={settings.LoadAudioMode()})");
// Priority mode (per-profile). Applies every PerformanceMode lever on first launch
// under this profile so the OS doesn't start coasting before the user has tabbed
// onto the Audio profile tab. The Audio-profile tab's checkbox handler re-applies
// on every toggle.
PerformanceMode.Apply(settings.LoadPriorityMode(), msg => logFile.Event(msg));
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// Native-rate passthrough is automatic now (driven by codec, not a user setting):
// PCM+single-source-WASAPI-push = pass capture-device rate through to the wire;
// Opus = always pre-resample to 48 kHz (encoder is locked at 48 k); MixingEngine /
// ASIO sender = always 48 kHz on the wire. Nothing for the user to toggle.
receiver.SetSmoothness(settings.LoadSmoothness());
receiver.SetConcealmentArtifact(settings.LoadConcealmentArtifact());
// Continuous auto-tune state — UI lives in the Connectivity & transport dialog.
continuousTuneEnabled = settings.LoadContinuousAutoTuneEnabled();
continuousTuneIntervalSec = settings.LoadContinuousAutoTuneIntervalSec();
maxLatencyBox.Value = Math.Clamp(settings.LoadMaxLatencyMs(), (int)maxLatencyBox.Minimum, (int)maxLatencyBox.Maximum);
// Select-all-on-focus for the numeric spinners. Fixes the WinForms default where typing
// a new value into a NumericUpDown that already shows "80" produces "8010" instead of
// "10". The Enter event fires when the control receives focus (keyboard or click); we
// post a select-all to it so the cursor lands on a fully-selected value, and any
// typed digits replace the selection. Applies to both the form and dialog instances.
SelectAllOnFocus(maxLatencyBox);
// Push the slider's value to the receiver. In classic modes that's the Mixed route
// (legacy behaviour); in BothIndependent the slider drives the WasapiLane route. The
// ASIO-lane initial push happens later in WireBothIndependentControls once the
// companion control has been created and its loaded value applied.
receiver.SetMaxLatencyMsFor(MaxLatencyBoxRoute, (int)maxLatencyBox.Value);
// Apply the user's "enable logs" preference to the log gate. Logging is a
// machine-local debug knob stored in AppConfig (default off) — switching profiles
// doesn't change it. RemSoundLog defers actually creating the file in
// <exe>\logs\ until the first write arrives while Enabled is true, so an idle "off"
// setting produces zero filesystem traffic. The Preferences dialog's Enable-logs
// checkbox writes through to both AppConfig.LoggingEnabled and logFile.Enabled when
// the user toggles it.
logFile.Enabled = AppConfig.Load().LoggingEnabled;
// DiagnosticsGate gates the engine's hot-path instrumentation (sender/receiver
// max-time probes, spike detector, callback-gap timers) so the audio threads pay
// zero cost when nobody is going to read the numbers. It's ON whenever either the
// Enable-logs checkbox is on OR continuous auto-tune is on (auto-tune needs the
// same per-second diag data the log emits). Real initial value is set after the
// settings cache has finished loading; see the call further down. We seed it false
// here so any early probe fires before the settings load are a no-op.
DiagnosticsGate.Enabled = false;
if (logFile.Enabled) AppendLogEntry("logging enabled at startup");
// Sender diagnostic events (capture started, errors, etc.) get written to the log file.
sender.Diagnostic = msg => logFile.Event($"sender: {msg}");
receiver.Diagnostic = msg => logFile.Event($"receiver: {msg}");
// Pre-load all cue sounds so the first playback isn't delayed by file I/O. Default
// WAVs are deployed to a sounds\ subfolder under RemSound.exe (see RemSound.App
// .csproj Content rules); the per-cue custom-path overrides in AppConfig.CustomCuePaths
// are honoured by TryLoadCueSound when set.
TryLoadCueSound(CueId.Connect, "connect.wav", out connectSound);
TryLoadCueSound(CueId.Disconnect, "disconnect.wav", out disconnectSound);
TryLoadCueSound(CueId.RecordStart, "record start.wav", out recordStartSound);
TryLoadCueSound(CueId.RecordStop, "record stop.wav", out recordStopSound);
TryLoadCueSound(CueId.Save, "save.wav", out saveSound);
TryLoadCueSound(CueId.ProfileSwitch, "profile.wav", out profileSwitchSound);
TryLoadCueSound(CueId.ProfileMenuOpen, "profile menu open.wav", out profileMenuOpenSound);
TryLoadCueSound(CueId.Update, "update.wav", out updateSound);
TryLoadCueSound(CueId.SendOn, "send on.wav", out sendOnSound);
TryLoadCueSound(CueId.SendOff, "send off.wav", out sendOffSound);
TryLoadCueSound(CueId.ReceiveOn, "recieve on.wav", out receiveOnSound);
TryLoadCueSound(CueId.ReceiveOff, "recieve off.wav", out receiveOffSound);
TryLoadCueSound(CueId.Hide, "minimise.wav", out hideSound);
TryLoadCueSound(CueId.Show, "maximise.wav", out showSound);
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LoadAudioDevices();
// Apply persisted ASIO mode from settings — switches sender/receiver backends so the
// device-list refresh below populates with the right kind of entries (WASAPI endpoints
// or ASIO channel pairs).
ApplyAsioMode();
// --- Wire main-form events ---
receiveAudioCheckbox.CheckedChanged += (_, _) => OnStreamingCheckboxChanged(receiveAudioCheckbox);
sendMyAudioCheckbox.CheckedChanged += (_, _) => OnStreamingCheckboxChanged(sendMyAudioCheckbox);
// Send/receive have their own dedicated cue sounds (send/receive turned on/off). When that
// dedicated cue is on, only it plays - suppress the generic checkbox tick/untick on these two.
// When the dedicated cue is "(none)", these return false and the checkbox sound plays as normal.
sendMyAudioCheckbox.SuppressCheckSound = on => on ? AppConfig.Load().EnableSendOnCue : AppConfig.Load().EnableSendOffCue;
receiveAudioCheckbox.SuppressCheckSound = on => on ? AppConfig.Load().EnableReceiveOnCue : AppConfig.Load().EnableReceiveOffCue;
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volumeBar.Scroll += (_, _) => { receiver.Volume = volumeBar.Value / 100f; MarkProfileDirty(); };
WireCheckedListAccessibility(receiveOutputDevicesList, receiveOutputDevicesStatusLabel, "receive output device");
receiveOutputDevicesList.ItemCheck += (_, e) =>
{
if (suppressDeviceCheckChange) return;
// Track the user's intent so a card that's later unplugged is re-ticked + re-opened when
// it returns (issue #5). See ReapplyRememberedReceiveOutputs.
if (receiveOutputDevicesList.Items[e.Index] is AudioDeviceChoice c && c.DeviceId is { } rid)
{
if (e.NewValue == CheckState.Checked) rememberedReceiveOutputIds.Add(rid);
else rememberedReceiveOutputIds.Remove(rid);
}
BeginInvoke(ApplyReceiveDevices);
MarkProfileDirty();
};
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WireCheckedListAccessibility(sendOutputDevicesList, sendOutputDevicesStatusLabel, "output device");
WireCheckedListAccessibility(sendInputDevicesList, sendInputDevicesStatusLabel, "input device");
sendOutputDevicesList.ItemCheck += (_, _) => { if (!suppressDeviceCheckChange) { BeginInvoke(ApplyAudioRuntime); MarkProfileDirty(); } };
sendInputDevicesList.ItemCheck += (_, args) =>
{
if (suppressDeviceCheckChange) return;
logFile.Event($"ui: capture (WASAPI mic) '{sendInputDevicesList.Items[args.Index]}' {(args.NewValue == CheckState.Checked ? "ticked" : "unticked")}");
BeginInvoke(ApplyAudioRuntime);
MarkProfileDirty();
// Heads-up when the user ticks a WASAPI mic ON but Windows is blocking desktop-app
// microphone access — capture would open but silently send nothing. Deferred so the
// tick commits first and the modal doesn't re-enter ItemCheck. Skipped while a profile
// is being applied: the startup check (MaybeWarnMicBlockedOnStartup) owns the warning
// then, so a launch into a blocked-mic profile doesn't pop it twice.
if (!applyingProfile && args.NewValue == CheckState.Checked && IsMicrophoneBlockedByWindowsPrivacy())
{
BeginInvoke(new Action(WarnMicrophoneBlockedByWindowsPrivacy));
}
};
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// ASIO list accessibility + ItemCheck handlers — same patterns as the WASAPI ones.
WireCheckedListAccessibility(asioReceiveOutputDevicesList, asioReceiveOutputDevicesStatusLabel, "ASIO receive output channel");
WireCheckedListAccessibility(asioSendDevicesList, asioSendDevicesStatusLabel, "ASIO send channel");
asioReceiveOutputDevicesList.ItemCheck += (_, _) => { if (!suppressDeviceCheckChange) { BeginInvoke(ApplyReceiveDevices); MarkProfileDirty(); } };
asioSendDevicesList.ItemCheck += (_, args) => { if (!suppressDeviceCheckChange) { logFile.Event($"ui: capture (ASIO) '{asioSendDevicesList.Items[args.Index]}' {(args.NewValue == CheckState.Checked ? "ticked" : "unticked")}"); BeginInvoke(ApplyAudioRuntime); MarkProfileDirty(); } };
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// Profile-management button click wirings retired 2026-05-08 — File menu items now
// call SaveProfileAs() / UpdateExistingProfile() / hotkeyController.ShowKeyboardShortcutsDialog
// / trayController.Minimize() directly. See BuildFileMenu.
// --- Settings shared with dialog ---
codecBox.SelectedIndexChanged += (_, _) =>
{
if (codecBox.SelectedItem is CodecChoice item)
{
settings.SaveCodec(item.Codec);
if (item.Codec == AudioTransportCodec.Opus) settings.SaveOpusFrameSamplesPerChannel(item.OpusFrameSamples);
var effectiveSamples = EffectiveOpusFrameSamples(item.Codec, item.OpusFrameSamples, settings.LoadSendRate());
sender.ConfigureCodec(item.Codec, effectiveSamples);
logFile.Event($"codec changed to {item.Codec}{(item.Codec == AudioTransportCodec.Opus ? $" {effectiveSamples / 48.0:0.##}ms" : "")}");
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MarkProfileDirty();
}
};
maxLatencyBox.ValueChanged += (_, _) =>
{
// Track when the user (vs continuous auto-tune) moved the slider, so the auto-tune
// can defer to the user's intent for a few seconds before adjusting again.
// suppressUserSliderMoveTracking is set by both continuous auto-tune AND the manual
// one-shot tune button while they're driving the slider — anything where the user
// didn't physically move the control. We use the same flag to take the soft path
// through the receiver: auto-tune lowers don't drain (drift corrector handles it),
// so the slider can drift down silently when conditions improve. Manual user
// lowers still drain, since the user is asking for an immediate, responsive change.
var fromAutoTune = suppressUserSliderMoveTracking;
if (!fromAutoTune)
{
lastUserSliderMoveUtc = DateTime.UtcNow;
// When continuous auto-tune is currently enabled, the latency value is
// effectively runtime state (auto-tune will overwrite whatever the user sets
// anyway), so don't dirty the profile on latency changes — matches the user's
// mental model that "auto-tune on = latency is automatic, not a saved setting".
// Toggling the auto-tune checkbox itself still dirties (handled separately on
// the checkbox CheckedChanged), so a profile that goes from auto-tune-off to
// auto-tune-on is still flagged as needing a save. 2026-05-06.
if (!continuousTuneEnabled) MarkProfileDirty();
}
settings.SaveMaxLatencyMs((int)maxLatencyBox.Value);
// Route the value to whichever route this slider is currently driving. In every
// classic mode that's Mixed (the legacy behaviour — single-knob world). In
// BothIndependent it's WasapiLane: the slider has been re-labeled "WASAPI
// latency" and the user is adjusting only the WASAPI side of the wire.
var sliderRoute = MaxLatencyBoxRoute;
if (fromAutoTune)
{
receiver.SetMaxLatencyMsSoftFor(sliderRoute, (int)maxLatencyBox.Value);
}
else
{
receiver.SetMaxLatencyMsFor(sliderRoute, (int)maxLatencyBox.Value);
}
};
// Logging-enabled toggle wiring lives in PreferencesDialog now (it constructs its
// own Enable-logs checkbox and writes through via the applyLoggingEnabled callback
// we pass it from OpenPreferencesDialog).
// --- Discovery ---
discovery.PeersChanged += () => BeginInvoke(RefreshKnownPeers);
// Continuous auto-tune timer — checkbox/combo live in the dialog and update our state
// fields directly. The timer reads from those fields; we just (re)apply it here.
continuousTuneTimer.Tick += (_, _) => ContinuousTuneTick();
ApplyContinuousTuneTimer();
// Self-updater background poll. Frequency lives in AppConfig.UpdateCheckFrequency
// (the user picks Never / hourly / 6-hour / 24-hour in Preferences). The updater
// logs its activity through the same RemSoundLog gate as everything else.
updater.Log = msg => logFile.Event($"updater: {msg}");
updateCheckTimer.Tick += (_, _) => CheckForUpdatesInBackground();
ApplyUpdateCheckTimer();
// --- Status / health ticker ---
statusTimer.Tick += (_, _) =>
{
// Belt-and-braces: this is a 1 Hz UI tick — a transient WinForms hiccup (e.g. a
// stale-index ItemArray throw during a churny peer-list rebuild) must never take
// the whole app down with a crash dialog. Log and ride it out; the next tick
// recovers. The individual Sync* methods are also hardened (see SafeSelectedItem).
try
{
UpdateStatus();
SnapshotLogIfDue();
EnsureRequestedAudioRunning();
TryAdoptLiveHeartbeatAddress();
// Refresh the Connectivity tab's peer lists from the same 1 Hz tick — replaces
// the dialog's old 1.5 s dedicated refresh timer. Each Sync* helper short-circuits
// when its signature is unchanged so NVDA isn't spammed with re-announcements.
SyncAllPeerLists();
}
catch (Exception ex)
{
AppendLogEntry($"status tick: {ex.GetType().Name}: {ex.Message}");
}
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};
// --- Hot-swap device watcher ---
deviceRefreshTimer.Tick += (_, _) =>
{
if (deviceRefreshOneShot) deviceRefreshTimer.Stop(); // debounce: one refresh per change burst
RefreshAudioDeviceLists();
};
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BuildLayout();
LoadRememberedPeersFromSettings();
// Seed the discovery service's unicast hint list with any remembered peer IPs so that,
// the moment we start announcing, those addresses get directly contacted (bridges
// Tailscale/VPN where broadcast doesn't traverse).
PushDiscoveryUnicastHints();
hotkeyController.Initialize(this);
// Announce each configurable global hotkey on the control / menu item it drives, so NVDA
// reads "… press Control+Shift+Alt+R anywhere" when you land on it.
UpdateHotkeyAnnouncements();
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// Hook system sleep/resume so we can rebuild the audio backend after wake (USB
// audio devices often come back wedged). The handler routes back through
// OnSystemResume on a background thread; that marshals to the UI thread.
powerResumeHandler = new PowerResumeHandler(OnSystemResume, msg => logFile.Event($"power: {msg}"));
// Build the UPnP router-port opener up-front but don't start it — Shown decides
// whether to invoke Start() based on AppConfig.UpnpEnabled. Constructing the field
// here (rather than lazily on tick) keeps the field non-null so the Preferences
// dialog can subscribe to StatusChanged without us juggling instance lifetimes.
routerPortMapper = new RouterPortMapper(msg => logFile.Event($"upnp: {msg}"));
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FormClosing += (_, _) =>
{
statusTimer.Stop();
deviceRefreshTimer.Stop();
continuousTuneTimer.Stop();
updateCheckTimer.Stop();
asioDriverChangeDebounce.Stop();
try { deviceChangeNotifier?.Dispose(); } catch { }
try { powerResumeHandler?.Dispose(); } catch { }
try { routerPortMapper?.Dispose(); } catch { }
// Reverse every Win32 lever PerformanceMode applied. The kernel would clean
// these up on process exit anyway, but doing it explicitly releases the power
// request handle and matches our timeBeginPeriod with a timeEndPeriod.
try { PerformanceMode.Apply(false, msg => logFile.Event(msg)); } catch { /* harmless */ }
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try { discovery.Dispose(); } catch { }
try { heartbeatService?.Dispose(); } catch { }
// Audio dispose can hang for many seconds on certain ASIO drivers (Audient is the
// confirmed offender — it takes 1020 s to release on close in test logs). Run
// sender.Dispose() and receiver.Dispose() on a background thread with a hard
// timeout. If they don't finish in 2 seconds we stop waiting and let the rest of
// the form-close path run; the OS reclaims any audio resources on process exit.
// Worst case the user sees a brief tray-icon stutter; before this they saw a
// ~16 s frozen window before the form went away.
var audioDispose = Task.Run(() =>
{
try { sender.Dispose(); } catch { /* ignore */ }
try { receiver.Dispose(); } catch { /* ignore */ }
});
if (!audioDispose.Wait(TimeSpan.FromSeconds(2)))
{
try { logFile.Event("close: audio dispose taking >2s; letting process exit reclaim"); } catch { }
}
hotkeyController.Dispose();
trayController.Dispose();
logFile.Dispose();
};
Shown += (_, _) =>
{
if (!connected) Connect();
// Apply control-state portion of the loaded profile (device ticks, send/receive
// checkboxes, audio port, volume, ticked peers). Done here AFTER device lists are
// populated by LoadAudioDevices(). Settings-shaped fields (codec, hotkeys, etc.)
// were already pushed into the in-memory settings cache in the constructor.
ApplyPendingProfileToControls();
// The profile-switch cue is played ON CLICK by the switch entry points (Recent menu,
// quick switch, File open) — NOT here. A fresh launch into the first profile must stay
// silent: hearing the switch cue and then the connect cue at startup is confusing
// (Ed, 2026-06-08). So the rebuilt form never replays it.
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// Andre's app gets focus inside the active tab page for free because his form is
// a MODAL DIALOG (ShowDialog) — WinForms' modal-dialog focus semantics walk the
// chain TabControl → active TabPage → first child. Our form is the main window,
// not a modal dialog, and that walk doesn't always reach a child — focus can rest
// on the TabControl itself, which makes NVDA announce "tab control" before
// anything else. One explicit Focus() call here mimics Andre's effective behaviour
// without otherwise changing the tab control. NOT a tab-change handler — no
// auto-jumping when the user arrows between tabs, only on first show.
BeginInvoke(() => FocusListControl(connectedPeersList));
// First-launch pass: warn about any cue that's switched on but whose sound file is
// missing (deferred so it lands after the window is fully up and can surface).
BeginInvoke(CheckForMissingEnabledCues);
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// Honour AppConfig.StartMinimised — drop straight to the tray after the
// window finishes loading. Wrapped in BeginInvoke so the minimise happens
// *after* Shown completes (otherwise the form-show + form-hide collide and
// some virtual-machine drivers throw a redraw exception). The pending-profile
// apply path above is unaffected — settings/devices/peers are already wired
// up before we hide the window.
var minimizeThisInstance = AppConfig.Load().StartMinimised || startNextInstanceMinimized;
startNextInstanceMinimized = false;
if (minimizeThisInstance)
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{
BeginInvoke(() => trayController.Minimize());
}
// Kick off UPnP discovery if the user has the box ticked. Off by default; the
// mapper itself coalesces redundant Start() calls so a re-enter via Shown after
// a sleep cycle is harmless. Run on a thread-pool thread because
// NatUtility.StartDiscovery() (Mono.Nat 3.0.4) sets up SSDP sockets on every
// network interface and CAN BLOCK FOR TENS OF SECONDS, or indefinitely, on
// unusual network setups (multiple adapters, VPNs, hostile firewalls, routers
// that swallow SSDP). Calling it on the UI thread freezes the WinForms message
// pump — Andre's v3.0 hang was this exact pattern. The status label still
// updates correctly because StatusChanged fires on the mapper's own thread and
// the PreferencesDialog handler BeginInvokes back to the UI thread. 2026-05-23.
var startupCfg = AppConfig.Load();
if (startupCfg.UpnpEnabled)
{
Task.Run(() =>
{
try { routerPortMapper.Start(); }
catch (Exception ex) { logFile.Event($"upnp: start failed: {ex.GetType().Name}: {ex.Message}"); }
});
}
// Startup update check — separate from the periodic timer because users who
// launch RemSound, find an update, and stay running for less than the timer
// interval would otherwise miss the release entirely. Default on. The
// background-poll path handles both silent install and the user-prompt flow.
if (startupCfg.CheckForUpdatesOnStartup)
{
// Defer a few seconds so the network stack, audio engine, and any device
// hot-swap has settled before we touch GitHub. The visible cue (silent-
// install notice dialog) appears inside the check path, so a small delay
// is invisible to the user.
_ = Task.Run(async () =>
{
try
{
await Task.Delay(TimeSpan.FromSeconds(4)).ConfigureAwait(false);
if (IsDisposed) return;
BeginInvoke(new Action(CheckForUpdatesOnStartup));
}
catch (Exception ex)
{
logFile.Event($"updater: startup check scheduling failed: {ex.GetType().Name}: {ex.Message}");
}
});
}
// Post-launch notices, shown ONE AT A TIME via a single BeginInvoke that runs them in
// sequence — NOT one BeginInvoke per notice. Separate BeginInvokes NEST: the second
// dialog opens inside the first's modal message loop, the two stack on top of each
// other, and that nesting tangles their modal state so the boxes stop closing cleanly
// (the bug where the what's-new About box wouldn't close after the Realtek warning).
// RunStartupNotices shows each notice, waits for the user to close it, THEN shows the
// next — every one modal to the main window, never nested.
BeginInvoke(new Action(RunStartupNotices));
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};
statusTimer.Start();
// Hot-plug detection is event-driven (see the deviceRefreshTimer comment): register for
// Windows audio endpoint-change notifications and refresh the device lists only when the
// device set actually changes. If that registration fails, fall back to the pre-v3.4
// periodic poll.
try
{
deviceChangeNotifier = new AudioDeviceChangeNotifier(OnAudioEndpointsChanged);
}
catch (Exception ex)
{
logFile.Event($"device-change notifier failed, using periodic poll: {ex.GetType().Name}: {ex.Message}");
deviceRefreshOneShot = false;
deviceRefreshTimer.Interval = 3000;
}
// Kick one refresh shortly after launch to populate the ASIO channel lists (LoadAudioDevices
// only fills the WASAPI lists). After this it's notification-driven; in one-shot mode the
// Tick handler stops the timer, in the poll fallback it's the first of the periodic ticks.
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deviceRefreshTimer.Start();
}
/// <summary>
/// Runs the post-launch notices one at a time — each ShowDialog blocks until the user closes it,
/// so the next never opens on top of a still-open one. Order: the what's-new About box (after an
/// update), then the Realtek-ASIO compatibility warning. The config-migration notice is handled
/// separately in Program.Main (shown before the profile picker), so it's already outside this
/// sequence and can't stack with these.
/// </summary>
private void RunStartupNotices()
{
if (IsDisposed) return;
MaybeShowWhatsNewAfterUpdate();
if (IsDisposed) return;
MaybeWarnAboutRealtekAsio();
if (IsDisposed) return;
MaybeWarnMicBlockedOnStartup();
}
/// <summary>If the user opted in (<see cref="AppConfig.ShowWhatsNewAfterUpdate"/>) and the
/// running version changed since the last launch we recorded, open the About box once so
/// they see what changed in the update just installed. Always records the current version
/// so the change is detected exactly once. A fresh install (no version recorded yet) does
/// NOT count as an update. 2026-05-31.</summary>
private void MaybeShowWhatsNewAfterUpdate()
{
if (IsDisposed) return;
var current = System.Reflection.Assembly.GetExecutingAssembly().GetName().Version?.ToString(3) ?? "";
AppConfig cfg;
try { cfg = AppConfig.Load(); }
catch { return; }
var versionChanged = !string.IsNullOrEmpty(cfg.LastWhatsNewVersion)
&& cfg.LastWhatsNewVersion != current;
if (cfg.ShowWhatsNewAfterUpdate && versionChanged)
{
try
{
logFile.Event($"what's new: opening About after update {cfg.LastWhatsNewVersion} -> {current}");
using var dlg = new AboutDialog();
ForegroundDialog.Show(owner => dlg.ShowDialog(owner));
}
catch (Exception ex)
{
logFile.Event($"what's new: failed to open About: {ex.GetType().Name}: {ex.Message}");
}
}
// Record the current version so the next change is detected once. Reload first so we
// don't clobber a concurrent config write (e.g. the startup update-check timestamp).
if (cfg.LastWhatsNewVersion != current)
{
try
{
var fresh = AppConfig.Load();
fresh.LastWhatsNewVersion = current;
fresh.Save();
}
catch { /* harmless — at worst we re-show next launch */ }
}
}
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// ===================== UI layout =====================
private void BuildLayout()
{
// === Menu bar + tabbed root layout ===
// Top: MenuStrip with the File menu (replaces the old Profiles & preferences tab —
// profile-management actions and the cross-cutting preferences live here now).
// Middle: TabControl with 3 pages (Connectivity, Audio I/O, Audio profile).
// Bottom: status footer (healthLabel + statusLabel), always visible.
//
// 2026-05-08 refactor: dropped the fourth tab. Save / Save as / Open / Rename /
// Min-to-tray / Keyboard shortcuts / Preferences / Exit now live in the menu bar
// with single-press accelerators (Ctrl+S / Ctrl+K / Ctrl+P / Alt+M) instead of
// requiring a Tab-stop journey to a dedicated tab. Mute cues + Accept remote vol +
// Startup behaviour are now under File → Preferences (Ctrl+P).
var rootLayout = new TableLayoutPanel
{
Dock = DockStyle.Fill,
ColumnCount = 1,
RowCount = 3,
};
rootLayout.RowStyles.Add(new RowStyle(SizeType.AutoSize)); // menu
rootLayout.RowStyles.Add(new RowStyle(SizeType.Percent, 100)); // tabs
rootLayout.RowStyles.Add(new RowStyle(SizeType.AutoSize)); // status footer
BuildConnectivityTab();
BuildAudioIOTab();
BuildAudioProfileTab();
mainTabControl.TabPages.Add(connectivityTabPage);
mainTabControl.TabPages.Add(audioIOTabPage);
mainTabControl.TabPages.Add(audioProfileTabPage);
// No SelectedIndexChanged handler. No focus management on tab change. Andre's
// accessible app does ZERO event hooking on TabControl — relies entirely on
// default WinForms + NVDA behaviour. Per Ed's repeated request: arrow keys cycle
// tabs (focus on strip), NVDA announces the tab name as the active selection
// changes, no auto-jumping into the page contents.
var menu = BuildFileMenu();
rootLayout.Controls.Add(menu, 0, 0);
rootLayout.Controls.Add(mainTabControl, 0, 1);
// Status footer — always visible.
var statusPanel = new FlowLayoutPanel
{
AutoSize = true,
Dock = DockStyle.Fill,
FlowDirection = FlowDirection.LeftToRight,
WrapContents = false,
Padding = new Padding(8, 4, 8, 4),
};
statusPanel.Controls.Add(healthLabel);
statusPanel.Controls.Add(new Label { Text = " ", AutoSize = true });
statusPanel.Controls.Add(statusLabel);
rootLayout.Controls.Add(statusPanel, 0, 2);
SetTabOrder();
Controls.Add(rootLayout);
// The MenuStrip is added LAST so it claims the form's MainMenuStrip property. Without
// this, the form may not auto-handle Alt-keystroke focus into the menu bar.
MainMenuStrip = menu;
}
/// <summary>Build the File menu and wire each item to its action. Single-press
/// accelerators are set via ShortcutKeys on the menu items so they fire from anywhere
/// in the form. Alt+M (Minimise) is NOT set as a ShortcutKeys binding — it goes through
/// ProcessCmdKey instead, gated per-tab so the Audio I/O tab's Alt+M (Audio mode) wins
/// when that tab is active.</summary>
private MenuStrip BuildFileMenu()
{
var menu = new MenuStrip { Dock = DockStyle.Top };
var fileMenu = new ToolStripMenuItem("&File") { AccessibleName = "File menu" };
var helpMenu = new ToolStripMenuItem("&Help") { AccessibleName = "Help menu" };
// New profile — starts a fresh blank template as a new unsaved session. Lives at the top of
// the File menu (the conventional New / Open / Save order) and, crucially, is reachable even
// when "start with a specific profile" boots straight past the picker (issue #6). Mnemonic
// Alt+F, W ('w' — N is taken by Minimise) plus the conventional Ctrl+N global shortcut.
var newProfileItem = new ToolStripMenuItem("Ne&w profile")
{
ShortcutKeys = Keys.Control | Keys.N,
AccessibleName = "New profile",
};
newProfileItem.Click += (_, _) => NewProfile();
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var openItem = new ToolStripMenuItem("&Open profile...")
{
ShortcutKeys = Keys.Control | Keys.O,
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AccessibleName = "Open profile",
};
openItem.Click += (_, _) => OpenProfileFromPicker();
// Recent profiles submenu. Populated dynamically on drop-down so the latest list is
// always shown — AppConfig.RecentProfiles is the source of truth and gets mutated on
// every profile load. Each item gets a 1..5 single-digit mnemonic so the user can
// pick a recent without having to read it: Alt+F, R, 1 jumps to the most recent;
// Alt+F, R, 2 to the second-most-recent, etc.
recentProfilesMenu = new ToolStripMenuItem("&Recent profiles")
{
AccessibleName = "Recent profiles",
};
recentProfilesMenu.DropDownOpening += (_, _) => PopulateRecentProfilesMenu();
// Seed the submenu so it isn't visibly empty before the first DropDownOpening fires.
PopulateRecentProfilesMenu();
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var saveItem = new ToolStripMenuItem("&Save")
{
ShortcutKeys = Keys.Control | Keys.S,
AccessibleName = "Save profile",
};
saveItem.Click += (_, _) => SaveOrSaveAs();
var saveAsItem = new ToolStripMenuItem("Save &as...")
{
AccessibleName = "Save profile as",
};
saveAsItem.Click += (_, _) => SaveProfileAs();
var renameItem = new ToolStripMenuItem("Rena&me current profile...")
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{
AccessibleName = "Rename current profile",
};
renameItem.Click += (_, _) => RenameCurrentProfile();
// Lock profile (read-only). When checked, the active profile is loaded for use but
// never written back: Save / Ctrl+S politely refuses (with a "use Save As" message)
// and FormClosing skips the unsaved-changes prompt entirely. Andre's request — he
// toggles send/receive on his default profile and doesn't want a save prompt
// blocking shutdown when his screen reader can't reach it. Off by default; the
// flag is per-profile (stored in the profile JSON) so different profiles can
// independently choose lock vs editable.
//
// CheckOnClick = true makes WinForms flip the .Checked state on every click and
// NVDA reads "Lock profile read-only, checked / not checked". The mnemonic Alt+F, L
// doesn't collide with any existing File-menu letter (O / R / S / A / M / N / X
// are in use).
lockProfileMenuItem = new ToolStripMenuItem("&Lock profile (read-only)")
{
AccessibleName = "Lock profile read-only",
CheckOnClick = true,
Checked = currentProfileReadOnly,
};
lockProfileMenuItem.CheckedChanged += (_, _) =>
{
if (suppressLockProfileToggleHandler) return;
OnLockProfileToggled(lockProfileMenuItem.Checked);
};
// Change this profile's encryption password. Alt+F, P — 'p' is free in the File menu
// (O / R / S / A / M / L / N / X are taken). Opens a small dialog showing the current
// password (in plain text, so a screen reader can read it) with OK / Cancel.
var changePasswordItem = new ToolStripMenuItem("Change this profile's &password...")
{
AccessibleName = "Change this profile's password",
};
changePasswordItem.Click += (_, _) => ChangeProfilePassword();
var minimiseItem = new ToolStripMenuItem("Mi&nimise to tray")
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{
// No global ShortcutKeys binding — the in-app menu mnemonic (Alt+F → N now —
// moved off M because the Rename item took the M slot in the 2026-05-15 menu
// reorg) plus the configurable "Show or hide window" hotkey cover this. Pre-
// 2026-05-11 Alt+M was gated per-tab via ProcessCmdKey because the Audio I/O
// tab had an "Audio mode" listbox that used Alt+M; that listbox is gone now
// so the gating was retired.
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AccessibleName = "Minimise to tray",
};
minimiseItem.Click += (_, _) => trayController.Minimize();
var exitItem = new ToolStripMenuItem("E&xit")
{
AccessibleName = "Exit RemSound",
};
exitItem.Click += (_, _) => Close();
fileMenu.DropDownItems.AddRange(new ToolStripItem[]
{
newProfileItem,
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openItem,
recentProfilesMenu,
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saveItem,
saveAsItem,
renameItem,
lockProfileMenuItem,
changePasswordItem,
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new ToolStripSeparator(),
minimiseItem,
new ToolStripSeparator(),
exitItem,
});
// === Options menu (new, 2026-05-15) ===
// Holds all the "configure the app" entry points that used to be scattered across
// the File menu (Keyboard shortcuts, Preferences) and the Record menu (Recording
// settings). Startup behaviour is also here as its own top-level item rather than
// hiding inside Preferences as it did before. Reads as a natural sequence:
// recording-specific → input config → startup → general prefs.
//
// Mnemonic Alt+O — natural for "Options". Required moving the Record menu off of
// Alt+O (it's now Alt+K — see comment in BuildRecordMenu); the trade reads more
// naturally for users because "Options" is exactly what's in the menu.
var optionsMenu = new ToolStripMenuItem("&Options") { AccessibleName = "Options menu" };
var recordingSettingsItem = new ToolStripMenuItem("Recording &settings...")
{
AccessibleName = "Recording settings",
};
recordingSettingsItem.Click += (_, _) => OpenRecordingSettingsDialog();
var keyboardItem = new ToolStripMenuItem("&Keyboard shortcuts...")
{
ShortcutKeys = Keys.Control | Keys.K,
AccessibleName = "Keyboard shortcuts",
};
keyboardItem.Click += (_, _) => hotkeyController.ShowKeyboardShortcutsDialog(this);
// Startup behaviour moved into the Preferences dialog (its own tab) on 2026-06-13; the
// Options-menu item and the standalone StartupBehaviourDialog are retired.
var prefsItem = new ToolStripMenuItem("&Preferences...")
{
ShortcutKeys = Keys.Control | Keys.P,
AccessibleName = "Preferences",
};
prefsItem.Click += (_, _) => OpenPreferencesDialog();
// Password manager — list every profile with its password, edit any of them in one place.
// 'w' mnemonic (pass&words) is free in the Options menu (s / K / t / P are taken).
var profilePasswordsItem = new ToolStripMenuItem("Profile pass&words...")
{
AccessibleName = "Profile passwords",
};
profilePasswordsItem.Click += (_, _) => OpenProfilePasswordManager();
// Realtek ASIO enable/disable toggle — only present when a Realtek ASIO driver is actually
// installed. Lets the user reverse the disable decision (or disable a driver they kept).
ToolStripMenuItem? realtekToggle = null;
if (realtekAsioDriverNames.Count > 0)
{
// AccessibleName is set (alongside Text) by UpdateRealtekAsioMenuItemText so the screen
// reader hears "Enable"/"Disable", matching what's shown — never "Toggle".
realtekToggle = new ToolStripMenuItem();
realtekToggle.Click += (_, _) => ToggleRealtekAsio();
realtekAsioToggleItem = realtekToggle;
UpdateRealtekAsioMenuItemText();
}
var optionItems = new List<ToolStripItem>
{
recordingSettingsItem,
keyboardItem,
profilePasswordsItem,
};
if (realtekToggle is not null) optionItems.Add(realtekToggle);
optionItems.Add(new ToolStripSeparator());
optionItems.Add(prefsItem);
optionsMenu.DropDownItems.AddRange(optionItems.ToArray());
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// Help menu — separate from File so users with their hand on Alt + arrow keys can
// walk straight to it. F1 is the global "open the manual" key; the menu mirrors it
// for users who prefer mouse / arrow navigation.
var helpItem = new ToolStripMenuItem("&Help")
{
ShortcutKeys = Keys.F1,
AccessibleName = "Open user manual",
};
helpItem.Click += (_, _) => HelpLauncher.OpenManual();
var checkForUpdatesItem = new ToolStripMenuItem("&Check for updates")
{
AccessibleName = "Check for updates",
};
checkForUpdatesItem.Click += (_, _) => CheckForUpdatesManually();
var aboutItem = new ToolStripMenuItem("&About RemSound")
{
AccessibleName = "About RemSound",
};
aboutItem.Click += (_, _) =>
{
using var dialog = new AboutDialog();
dialog.ShowDialog(this);
};
helpMenu.DropDownItems.AddRange(new ToolStripItem[]
{
helpItem,
checkForUpdatesItem,
aboutItem,
});
var recordMenu = BuildRecordMenu();
// Order: File / Record / Options / Help. Options sits between Record and Help per
// user request — left-to-right reads file-management → recording-tasks → config →
// help, which is the natural sequence for someone walking the menu bar with Alt
// and the arrow keys.
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menu.Items.Add(fileMenu);
menu.Items.Add(recordMenu);
menu.Items.Add(optionsMenu);
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menu.Items.Add(helpMenu);
return menu;
}
/// <summary>Rebuild the Recent profiles submenu from <see cref="AppConfig.RecentProfiles"/>.
/// Called once during menu construction (so it's not visibly empty before the first
/// open) and on every DropDownOpening so the latest list is always shown. Entries that
/// reference a profile file that no longer exists on disk are skipped — the path stays
/// in the AppConfig list (it might come back, e.g. external drive remount) but doesn't
/// clutter the menu.
///
/// Mnemonic / numeric-pick convention: each item is prefixed with "&N" where N is 1..5
/// for the position. Pressing the digit while the submenu is open selects that item.
/// The most-recently-opened profile is &1 (top); oldest in the list is &5 (bottom).</summary>
private void PopulateRecentProfilesMenu()
{
if (recentProfilesMenu is null) return;
recentProfilesMenu.DropDownItems.Clear();
var cfg = AppConfig.Load();
var slot = 1;
foreach (var path in cfg.RecentProfiles)
{
if (string.IsNullOrWhiteSpace(path)) continue;
if (!File.Exists(path)) continue; // skip missing files; keep in storage in case they reappear
var title = Path.GetFileNameWithoutExtension(path);
// Visible Text has the &1..&5 mnemonic for number-key access; AccessibleName is
// just the profile name so NVDA reads the menu item naturally rather than
// prefixing every entry with "Recent profile N:" (which was the original cut
// and Ed flagged it as noisy / unwanted).
var item = new ToolStripMenuItem($"&{slot} {title}")
{
AccessibleName = title,
// Stash the path on the menu item so the click handler doesn't depend on
// closure capture of the loop variable.
Tag = path,
};
item.Click += (s, _) =>
{
var sender = (ToolStripMenuItem)s!;
var profilePath = (string)sender.Tag!;
SwitchToRecentProfile(profilePath);
};
recentProfilesMenu.DropDownItems.Add(item);
slot++;
if (slot > AppConfig.MaxRecentProfiles) break;
}
if (recentProfilesMenu.DropDownItems.Count == 0)
{
recentProfilesMenu.DropDownItems.Add(new ToolStripMenuItem("(No recent profiles)")
{
Enabled = false,
AccessibleName = "No recent profiles",
});
}
}
// Carried across the close-and-relaunch profile switch (static so the NEXT MainForm instance,
// built by Program.Main after this one closes, can read it). A switch done while RemSound was
// in the tray should land back in the tray; internal so Program.Main can also skip the
// "loading audio driver" splash in that case.
internal static bool startNextInstanceMinimized;
/// <summary>Switch to the profile at <paramref name="path"/> via the same close-and-relaunch
/// flow OpenProfileFromPicker uses. The active profile gets pushed to the front of the
/// recents list by the next MainForm constructor when it sees the loaded path.</summary>
private void SwitchToRecentProfile(string path)
{
if (string.IsNullOrWhiteSpace(path)) return;
if (string.Equals(path, currentProfilePath, StringComparison.OrdinalIgnoreCase)) return; // already loaded
if (!File.Exists(path))
{
MessageBox.Show(this,
$"Profile file no longer exists:\n\n{path}\n\nIt'll be removed from the Recent profiles list.",
"Recent profile", MessageBoxButtons.OK, MessageBoxIcon.Information);
// Trim the dead entry out of the recents list so the user doesn't keep seeing it.
var cfg = AppConfig.Load();
cfg.RecentProfiles.RemoveAll(p => string.Equals(p, path, StringComparison.OrdinalIgnoreCase));
try { cfg.Save(); } catch { /* benign — list will be re-pruned at next attempt */ }
return;
}
var title = Path.GetFileNameWithoutExtension(path);
if (string.IsNullOrEmpty(title)) return;
// Play the switch cue NOW, on click, for immediate feedback — CuePlayer.Play is fire-and-
// forget on its own thread + device, so it survives the form rebuild that follows. Covers
// BOTH the Recent-profiles menu and the quick-switch popup (both route through here). The
// rebuilt form deliberately does NOT replay it, so startup into the first profile is silent.
if (settings.LoadEnableProfileSwitchCue())
{
profileSwitchSound?.Play();
}
NextProfilePathToLoad = path;
NextProfileTitleToLoad = title;
// If the switch was triggered while the window was minimised / in the tray (the quick-
// switch hotkey can fire from anywhere), keep the rebuilt instance in the tray too rather
// than popping the window up in front of whatever the user is doing.
startNextInstanceMinimized = !Visible || WindowState == FormWindowState.Minimized;
AppendLogEntry($"profile switch via Recent profiles: \"{title}\" from {path}");
Close();
}
/// <summary>
/// Opens the Quick profile switch popup (bound to the global quick-switch hotkey): an
/// NVDA-friendly, foreground-activated list of every profile with the current one marked.
/// Plays the "profile menu open" cue as it appears (honouring its mute toggle); choosing a
/// profile reloads into it — which plays the profile-switch cue on the relaunch. Escape, Close,
/// or picking the already-current profile does nothing.
/// </summary>
private void ShowQuickProfileSwitch()
{
try
{
var store = profileStore;
if (store is null) return;
var titles = store.ListProfileTitles();
if (titles.Count == 0) return;
var entries = new List<QuickProfileSwitchDialog.ProfileEntry>(titles.Count);
foreach (var title in titles)
{
var path = store.PathFor(title);
var isCurrent = !string.IsNullOrEmpty(currentProfilePath)
&& string.Equals(path, currentProfilePath, StringComparison.OrdinalIgnoreCase);
entries.Add(new QuickProfileSwitchDialog.ProfileEntry(title, path, isCurrent));
}
if (settings.LoadEnableProfileMenuOpenCue())
{
profileMenuOpenSound?.Play();
}
var chosen = QuickProfileSwitchDialog.Show(entries);
if (!string.IsNullOrEmpty(chosen))
{
// SwitchToRecentProfile plays the switch cue on click, keeps the window in the
// tray if it was there, and no-ops if the chosen profile is already current.
SwitchToRecentProfile(chosen);
}
}
catch (Exception ex)
{
logFile.Event($"quick profile switch failed: {ex.GetType().Name}: {ex.Message}");
}
}
/// <summary>File → New profile. Starts a fresh blank template as a new unsaved session — the way
/// to create a profile from scratch even when "start with a specific profile" boots the user
/// straight past the picker (issue #6). Offers to save the current profile first if it has
/// unsaved changes, then hands off to Program.cs's loop via <see cref="LoadBlankTemplateNext"/>.</summary>
private void NewProfile()
{
// Don't silently lose unsaved work when abandoning the current session for a blank one.
if (unsavedChanges && profileStore is not null && !currentProfileReadOnly)
{
var result = MessageBox.Show(this,
"You have unsaved changes to your current profile. Save them before starting a new profile?\n\n" +
"Yes — save, then start a new profile.\nNo — discard the changes and start a new profile.\nCancel — stay where you are.",
"RemSound — unsaved changes",
MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question, MessageBoxDefaultButton.Button3);
if (result == DialogResult.Cancel) return;
if (result == DialogResult.Yes)
{
if (string.IsNullOrEmpty(currentProfileTitle))
{
// Current session is itself a blank template — needs a name before it can be saved.
var saveTitle = ProfileSaveAsPrompt.Show(this, profileStore, null);
if (string.IsNullOrEmpty(saveTitle)) return; // cancelled the name prompt → abort the whole thing
SaveProfileTo(saveTitle, showConfirmation: false);
}
else
{
SaveProfileTo(currentProfileTitle, showConfirmation: false);
}
}
// No → fall through, discarding the unsaved changes.
}
// No profile-switch cue here — deliberately. Unlike Recent/Open (which play it on click),
// opening a fresh blank template should be silent; the switch sound feels wrong for "start
// new" (Ed, 2026-06-11). The rebuilt form never replays the cue either (see OnShown), so the
// entire New-profile path stays quiet.
LoadBlankTemplateNext = true;
// Stay in the tray if we were there, mirroring the quick-switch behaviour.
startNextInstanceMinimized = !Visible || WindowState == FormWindowState.Minimized;
AppendLogEntry("new profile: loading blank template");
Close();
}
/// <summary>Build the Record menu — Start/stop recording (toggling label), recording
/// settings dialog, open the configured folder, and change the configured folder.
/// Ctrl+R is the global toggle so the user can start/stop without going through the
/// menu. Profile-dirty flag is set when the user changes the folder or the settings
/// inside the sub-dialog because both live on the profile.</summary>
private ToolStripMenuItem BuildRecordMenu()
{
// Record menu uses Alt+K. The natural "R" letter is taken on the main form by the
// Receive audio checkbox; "O" is now claimed by the Options menu (2026-05-15
// reorg). K isn't a letter in "Record", so we surface the mnemonic explicitly in
// the title: "Record (Alt+K)" with the K underlined. The visible hint keeps the
// chord discoverable for keyboard-only users despite the unusual letter choice.
//
// This collides with the Lock-to-audio-clock checkbox on the Audio profile tab
// which used to take Alt+K — the menu always wins at the form's top level, so the
// checkbox loses its mnemonic and stays Tab-reachable only. The (Alt+&K) hint on
// that checkbox's text was removed below to avoid a misleading prompt.
var recordMenu = new ToolStripMenuItem("Record (Alt+&K)") { AccessibleName = "Record menu" };
// Start/Stop uses Alt+R — matches the Ctrl+R global toggle so the same letter does
// the same job from either entry point. The "&" position shifts when the label flips
// (Sta&rt → Stop &recording) so the underline stays on an R in both states. See
// UpdateStartStopRecordingMenuLabel for the runtime label flip.
startStopRecordingMenuItem = new ToolStripMenuItem("Sta&rt recording")
{
ShortcutKeys = Keys.Control | Keys.R,
AccessibleName = "Start recording",
};
startStopRecordingMenuItem.Click += (_, _) => ToggleRecording();
var openFolderItem = new ToolStripMenuItem("&Open current recordings folder")
{
AccessibleName = "Open current recordings folder",
};
openFolderItem.Click += (_, _) => recordingController.OpenCurrentFolder(this);
var changeFolderItem = new ToolStripMenuItem("&Change recordings folder...")
{
AccessibleName = "Change recordings folder",
};
changeFolderItem.Click += (_, _) =>
{
if (recordingController.ChangeFolder(this)) MarkProfileDirty();
};
// Recording settings used to live here as the third item with Alt+S; in the
// 2026-05-15 menu reorg it moved out to the Options menu so all of the "configure
// the app" affordances live together. The Record menu now only carries the start /
// stop toggle plus the two folder operations — actions you perform AT recording
// time, not configuration.
recordMenu.DropDownItems.AddRange(new ToolStripItem[]
{
startStopRecordingMenuItem,
new ToolStripSeparator(),
openFolderItem,
changeFolderItem,
});
return recordMenu;
}
/// <summary>Toggle the recording state. Single source of truth for both Ctrl+R and the
/// menu-item click — both paths route through here so the start/stop transition is
/// handled consistently. The state-change event fires UpdateStartStopRecordingMenuLabel
/// which rewrites the menu item text.</summary>
private void ToggleRecording()
{
if (recordingController.IsRecording)
{
// Stop the recorder FIRST, then play the cue. SoundPlayer goes through the
// default Windows output device — separate from the internal taps the recorder
// listens on — so the cue isn't in the file regardless of ordering, but
// stopping first means a user with a WASAPI-loopback-of-default-output capture
// source won't catch the tail of the cue either.
recordingController.Stop();
if (settings.LoadEnableRecordStopCue()) recordStopSound?.Play();
}
else
{
// Symmetric: play the start cue BEFORE the recorder turns on, for the same
// loopback-courtesy reason. The cue is short (~0.4 s), so any subjective lag
// between "I pressed Ctrl+R" and "audio starts being captured" is well under
// the cue itself.
if (settings.LoadEnableRecordStartCue()) recordStartSound?.Play();
recordingController.Start();
}
}
/// <summary>Reflect the recording state in the menu item label. NVDA reads the text +
/// AccessibleName, both flipped here so users on screen readers hear the new state
/// straight away. Marshalled to the UI thread because the recorder's finish callback
/// can fire from its writer thread when Stop() is called from there.</summary>
private void UpdateStartStopRecordingMenuLabel(bool nowRecording)
{
void Apply()
{
if (startStopRecordingMenuItem is null) return;
// Mnemonic stays on an "R" in both states: "Sta&rt recording" (Alt+R activates
// the R in Start) when not recording, "Stop &recording" (Alt+R activates the R
// in recording) when recording. Same keystroke does the same job in both states
// — matches the Ctrl+R global toggle.
startStopRecordingMenuItem.Text = nowRecording ? "Stop &recording" : "Sta&rt recording";
startStopRecordingMenuItem.AccessibleName = nowRecording ? "Stop recording" : "Start recording";
}
if (InvokeRequired) BeginInvoke(Apply);
else Apply();
}
/// <summary>Open the recording settings dialog. On OK, write the settings back through
/// <see cref="RemSoundSettingsStore"/> and flag the profile dirty if anything changed.
/// The dialog reads its initial state from the same store, so settings persist across
/// re-opens until the user explicitly saves the profile.</summary>
private void OpenRecordingSettingsDialog()
{
using var dialog = new RecordingSettingsDialog(settings.LoadRecordingSettings());
if (dialog.ShowDialog(this) != DialogResult.OK) return;
settings.SaveRecordingSettings(dialog.Result);
if (dialog.ChangedAnything) MarkProfileDirty();
}
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/// <summary>Show a file-picker rooted at the profiles folder; on selection, schedule a
/// switch to that profile (same close-and-relaunch flow as the old Switch button).</summary>
private void OpenProfileFromPicker()
{
if (profileStore is null) return;
using var dialog = new OpenFileDialog
{
Title = "Open profile",
Filter = "RemSound profiles (*.json)|*.json",
InitialDirectory = profileStore.BaseDirectory,
CheckFileExists = true,
Multiselect = false,
};
if (dialog.ShowDialog(this) != DialogResult.OK) return;
var pickedPath = dialog.FileName;
var picked = Path.GetFileNameWithoutExtension(pickedPath);
if (string.IsNullOrEmpty(picked)) return;
if (string.Equals(pickedPath, currentProfilePath, StringComparison.OrdinalIgnoreCase)) return; // already loaded
// Switch cue on click (same rationale as SwitchToRecentProfile).
if (settings.LoadEnableProfileSwitchCue())
{
profileSwitchSound?.Play();
}
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// Always pass the full path through. Program.cs deserialises directly from this
// path, so profiles saved outside the active BaseDirectory still load correctly.
NextProfilePathToLoad = pickedPath;
NextProfileTitleToLoad = picked;
AppendLogEntry($"profile open requested: \"{picked}\" from {pickedPath}");
Close();
}
/// <summary>Ctrl+S / File → Save behaviour: if a profile is currently loaded, overwrite
/// it; if we're on the blank template (no current profile), fall through to Save as.
///
/// Read-only profiles: the lock suppresses the automatic "you have unsaved changes"
/// prompt on close / profile switch (the user has declared "anything I changed this
/// session is throwaway"), but it does NOT block explicit Ctrl+S / File → Save — if the
/// user asks to save on purpose, the save goes through. First time they do this we show
/// a one-time warning explaining the situation, with a "Do not show again" tick so the
/// warning self-suppresses for power users. Changed 2026-05-23 from the v2.x hard-block
/// behaviour after Ed's feedback that the lock should protect against accident, not
/// against intent.</summary>
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private void SaveOrSaveAs()
{
if (currentProfileReadOnly)
{
if (!AppConfig.Load().SaveOnReadOnlyWarningSuppressed)
{
if (!ShowSaveOnReadOnlyWarningDialog()) return;
}
// Read-only profiles always have a title — read-only is meaningless on the blank
// template — so we go straight to UpdateExistingProfile without the
// string-null-check that the unlocked path needs.
UpdateExistingProfile();
return;
}
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if (string.IsNullOrEmpty(currentProfileTitle)) SaveProfileAs();
else UpdateExistingProfile();
}
/// <summary>Native TaskDialog warning the user that they're about to overwrite a profile
/// marked read-only. Returns true if the user confirmed the save, false if they
/// cancelled. Verification checkbox lets the user suppress future occurrences via
/// <see cref="AppConfig.SaveOnReadOnlyWarningSuppressed"/>; same shape as
/// <see cref="ShowSaveConfirmationDialog"/>. NVDA reads the heading + body + checkbox
/// as part of the normal tab order. 2026-05-23 (rewrite of the v2.x hard-block dialog).
/// </summary>
private bool ShowSaveOnReadOnlyWarningDialog()
{
var verification = new TaskDialogVerificationCheckBox("Do not show me this message again");
var saveButton = new TaskDialogButton("Save anyway");
var cancelButton = new TaskDialogButton("Cancel") { AllowCloseDialog = true };
var page = new TaskDialogPage
{
Caption = AppName,
Heading = "Saving onto a read-only profile",
Text = "You're about to save changes onto a profile that's marked as read-only. "
+ "RemSound allows this because you asked to save on purpose — the lock only "
+ "stops the automatic \"save your changes?\" prompt; it doesn't stop you "
+ "saving when you mean to.\n\n"
+ "Click Save anyway to overwrite this profile, or Cancel and use "
+ "File → Save as... if you'd rather save your changes to a new profile.",
Icon = TaskDialogIcon.Warning,
Verification = verification,
Buttons = { saveButton, cancelButton },
DefaultButton = cancelButton,
AllowCancel = true,
};
var clicked = TaskDialog.ShowDialog(this, page);
if (verification.Checked)
{
var cfg = AppConfig.Load();
cfg.SaveOnReadOnlyWarningSuppressed = true;
try { cfg.Save(); } catch { /* harmless — preference just won't persist */ }
AppendLogEntry("save-on-read-only warning suppressed by user");
}
return clicked == saveButton;
}
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/// <summary>Rename the currently-active profile JSON on disk. No-op on the blank
/// template (nothing to rename). Renames update window title + active-profile state
/// in place — no reload required.</summary>
private void RenameCurrentProfile()
{
if (profileStore is null) return;
if (string.IsNullOrEmpty(currentProfileTitle))
{
MessageBox.Show(this, "There is no active profile to rename. Use File → Save as to save the current state under a name first.",
AppName, MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
var oldTitle = currentProfileTitle;
// Rename uses the simple text-prompt dialog (no overwrite check — pass store=null —
// because rename has its own conflict path: profileStore.Rename returns false when
// the new name already exists, and we surface a popup below).
var newTitle = ProfileSaveAsPrompt.Show(
this,
store: null,
defaultName: oldTitle,
dialogTitle: "Rename profile",
promptLabel: "Please enter a new name for your profile:");
if (string.IsNullOrWhiteSpace(newTitle) || string.Equals(newTitle, oldTitle, StringComparison.Ordinal)) return;
// Rename in the directory the profile actually lives in, NOT in BaseDirectory. The
// active profile may have been Save-As'd to an arbitrary path on a previous step,
// and Rename has to follow it. Falls back to BaseDirectory only when we somehow
// don't have a path tracked (shouldn't happen if currentProfileTitle is non-empty).
var oldPath = currentProfilePath ?? profileStore.PathFor(oldTitle);
var directory = Path.GetDirectoryName(oldPath) ?? profileStore.BaseDirectory;
// Re-encode the new title via PathFor's sanitiser so file-invalid characters get
// stripped consistently with how every other save path names files.
var sanitisedNewName = Path.GetFileName(profileStore.PathFor(newTitle));
var newPath = Path.Combine(directory, sanitisedNewName);
if (string.Equals(oldPath, newPath, StringComparison.OrdinalIgnoreCase))
{
// Same filename after sanitisation — nothing to do.
return;
}
if (File.Exists(newPath))
{
MessageBox.Show(this,
$"A profile file named \"{sanitisedNewName}\" already exists in:\n\n{directory}\n\nChoose a different name.",
AppName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
return;
}
try
{
if (File.Exists(oldPath))
{
File.Move(oldPath, newPath);
}
else
{
// Old file is gone (someone deleted it externally). Just write a fresh copy
// under the new name so the active profile still has a backing file.
var profile = BuildCurrentProfile(newTitle);
File.WriteAllText(newPath, JsonSerializer.Serialize(profile, new JsonSerializerOptions { WriteIndented = true }));
}
}
catch (Exception ex)
{
MessageBox.Show(this, $"Could not rename \"{oldTitle}\" to \"{newTitle}\":\n\n{ex.Message}",
AppName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
return;
}
currentProfileTitle = newTitle;
currentProfilePath = newPath;
Text = FormatWindowTitle(newTitle);
AccessibleName = Text;
AppendLogEntry($"renamed profile \"{oldTitle}\" → \"{newTitle}\" (path: {newPath})");
}
/// <summary>Show the Preferences dialog. After it closes, mark the profile dirty if
/// the user toggled either of the two profile-bound preferences (mute cues / accept
/// remote vol). Startup behaviour persists outside of the profile so it doesn't
/// trigger the dirty flag.</summary>
private void OpenPreferencesDialog()
{
using var dialog = new PreferencesDialog(
settings,
profileStore,
getLoggingEnabled: () => logFile.Enabled,
applyLoggingEnabled: enabled =>
{
// Persist the user's choice to AppConfig — it's machine-local, not part of
// the profile, so switching profiles doesn't change it.
var cfg = AppConfig.Load();
cfg.LoggingEnabled = enabled;
try { cfg.Save(); } catch { /* harmless — choice just won't survive a restart */ }
// Flip the gate live so the user's tick takes effect immediately. No need to
// restart the app or reopen the log file — writes simply stop / resume mid-flight.
logFile.Enabled = enabled;
// Engine instrumentation rides on logging OR auto-tune — auto-tune needs the
// same per-second diag data the log line emits, so disabling logs alone must
// not starve auto-tune.
UpdateDiagnosticsGate();
},
writeLogsNow: () => logFile.Event("user requested write logs now"),
checkForUpdatesNow: () => CheckForUpdatesManually(),
onUpdateFrequencyChanged: ApplyUpdateCheckTimer,
applyUpnpEnabled: enabled =>
{
// The persist already happened in the dialog; this callback only flips the
// live RouterPortMapper. Start/Stop both run on a thread-pool thread because
// NatUtility's discovery + socket teardown CAN BLOCK FOR TENS OF SECONDS, or
// indefinitely, on unusual network setups (multiple adapters, VPNs, hostile
// firewalls). Doing that on the UI thread here would freeze the
// Preferences dialog AND every other UI element until the call returned —
// Andre's v3.0 hang was triggered from this exact handler. See the longer
// explanation on the startup-time UPnP block in OnShown. 2026-05-23.
if (enabled)
{
Task.Run(() =>
{
try { routerPortMapper.Start(); }
catch (Exception ex) { logFile.Event($"upnp: start from prefs failed: {ex.GetType().Name}: {ex.Message}"); }
});
}
else
{
Task.Run(() =>
{
try { routerPortMapper.Stop(); }
catch (Exception ex) { logFile.Event($"upnp: stop from prefs failed: {ex.GetType().Name}: {ex.Message}"); }
});
}
},
getUpnpSnapshot: () => (routerPortMapper.Status, routerPortMapper.ExternalEndpoint, routerPortMapper.LastError),
subscribeUpnpStatusChanged: handler => routerPortMapper.StatusChanged += handler,
unsubscribeUpnpStatusChanged: handler => routerPortMapper.StatusChanged -= handler);
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dialog.ShowDialog(this);
if (dialog.ChangedAnyProfileSetting) MarkProfileDirty();
// The Preferences dialog includes per-cue Browse buttons that can change custom
// WAV paths in AppConfig.CustomCuePaths. Reload the cached SoundPlayer instances
// here unconditionally — cheap, only six small files, and guarantees the next
// play uses whatever the user just picked without waiting for the next launch.
ReloadAllCueSounds();
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}
/// <summary>User pressed "Check for updates" (Help menu or Preferences button). Always
/// runs the check noisily — i.e. surfaces "you're up to date", "vX.Y is available", or
/// "couldn't reach the server" via a MessageBox, regardless of the Silently-install
/// setting. Silent install only applies to background polls. Caller is on the UI thread.
/// </summary>
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private async void CheckForUpdatesManually()
{
var result = await updater.CheckForUpdateAsync().ConfigureAwait(true);
switch (result)
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{
case UpToDate:
MessageBox.Show(this,
$"You are running the latest version (v{updater.CurrentVersion}).",
"Check for updates", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
case UpdateCheckFailed failure:
ShowUpdateCheckFailedDialog(failure);
return;
case UpdateAvailable available:
var info = available.Info;
var summary = string.IsNullOrWhiteSpace(info.ReleaseNotes)
? $"RemSound {info.Tag} is available. Install now?"
: $"RemSound {info.Tag} is available.\n\n{TruncateForDialog(info.ReleaseNotes)}\n\nInstall now?";
var choice = MessageBox.Show(this, summary, "Update available",
MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button1);
if (choice != DialogResult.Yes) return;
await InstallUpdateAsync(info).ConfigureAwait(true);
return;
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}
}
/// <summary>Show a plain-English MessageBox explaining why an update check couldn't
/// complete. The wording is tailored to the <see cref="FailureKind"/>: the SecureConnection
/// case (which is most often Windows 7 lacking TLS 1.2 / SHA-2 updates) gets pointers to
/// the specific Microsoft KBs that fix it; other failures get a friendlier "check your
/// internet" message. The user is also offered the manual zip-install fallback URL so they
/// can recover without us debugging their machine. The technical detail goes to the log,
/// not the dialog. 2026-05-28.</summary>
private void ShowUpdateCheckFailedDialog(UpdateCheckFailed failure)
{
var (heading, body) = failure.Kind switch
{
FailureKind.SecureConnection => (
"Couldn't reach the update server (secure connection failed)",
"RemSound couldn't make a secure connection to GitHub to check for an update.\n\n"
+ "This is almost always because the Windows install is missing one or both of these official Microsoft updates that enable modern secure connections:\n\n"
+ " • KB3140245 — turns on TLS 1.2 support.\n"
+ " • KB4474419 — updates the trusted certificate list (SHA-2 support).\n\n"
+ "Both are free and won't break anything else. Run Windows Update (Control Panel → Windows Update) and install whatever it offers. Once those are in, Check for updates should work normally.\n\n"
+ "If you'd rather install the latest version by hand: go to https://github.com/Ednunp/RemSound/releases/latest, download the zip, close RemSound, and extract the zip over your RemSound folder. That works regardless of the secure-connection issue."),
FailureKind.NetworkUnreachable => (
"Couldn't reach the update server",
"RemSound couldn't reach GitHub to check for an update. This is usually a network problem — check your internet connection, then try Check for updates again.\n\n"
+ "If you'd rather install the latest version by hand: go to https://github.com/Ednunp/RemSound/releases/latest, download the zip, close RemSound, and extract the zip over your RemSound folder."),
FailureKind.Timeout => (
"Update check timed out",
"RemSound's request to GitHub took too long to respond. This is usually a slow or congested network — try Check for updates again in a minute or two.\n\n"
+ "If you'd rather install the latest version by hand: go to https://github.com/Ednunp/RemSound/releases/latest, download the zip, close RemSound, and extract the zip over your RemSound folder."),
_ => (
"Couldn't check for updates",
"RemSound's request to GitHub didn't get the response it expected, so it can't tell whether a newer version is available. Try Check for updates again later.\n\n"
+ "If you'd rather install the latest version by hand: go to https://github.com/Ednunp/RemSound/releases/latest, download the zip, close RemSound, and extract the zip over your RemSound folder."),
};
MessageBox.Show(this, body, heading, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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}
/// <summary>Background-poll path. Runs on a timer tick; surfaces nothing unless an update
/// is available, then either silently installs (per <see cref="AppConfig.SilentlyInstallUpdates"/>)
/// or pops the same confirmation dialog the manual path uses. "No update available" is a
/// silent no-op — the user already chose to delegate scheduling to the timer.</summary>
private async void CheckForUpdatesInBackground()
{
var result = await updater.CheckForUpdateAsync().ConfigureAwait(true);
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// Persist the timestamp so cross-launch scheduling can space the next poll out.
try
{
var cfg = AppConfig.Load();
cfg.LastUpdateCheckUtc = DateTime.UtcNow;
cfg.Save();
}
catch { /* timestamp persistence is best-effort */ }
// Background polls stay silent on both UpToDate and UpdateCheckFailed — the user
// delegated scheduling to the timer and a failure here isn't actionable from where
// they are. The next poll re-checks. The failure detail has already gone to the log
// via the updater's Log callback.
if (result is not UpdateAvailable available) return;
var info = available.Info;
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if (AppConfig.Load().SilentlyInstallUpdates)
{
// Notice the user before the app vanishes and the helper takes over. Hidden from
// the periodic-poll path on the assumption the user knows they ticked "silently
// install"; the startup path is the noisy one (see CheckForUpdatesOnStartup).
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await InstallUpdateAsync(info).ConfigureAwait(true);
return;
}
var summary = string.IsNullOrWhiteSpace(info.ReleaseNotes)
? $"RemSound {info.Tag} is available. Install now?"
: $"RemSound {info.Tag} is available.\n\n{TruncateForDialog(info.ReleaseNotes)}\n\nInstall now?";
var choice = ForegroundDialog.Show(owner => MessageBox.Show(owner, summary, "Update available",
MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button1));
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if (choice == DialogResult.Yes) await InstallUpdateAsync(info).ConfigureAwait(true);
}
/// <summary>Startup-poll path. Fired ~4 s after the main window finishes loading when
/// <see cref="AppConfig.CheckForUpdatesOnStartup"/> is true. Distinct from
/// <see cref="CheckForUpdatesInBackground"/> because the startup case is where the
/// "you launched the app and it's already installing an update" surprise is loudest —
/// silent install here is preceded by a brief notice dialog so the user sees the version
/// number and understands why the app is about to vanish. The non-silent path uses the
/// same MessageBox flow as the background and manual paths so the user-visible question
/// stays consistent.</summary>
private async void CheckForUpdatesOnStartup()
{
UpdateCheckResult result;
try
{
result = await updater.CheckForUpdateAsync().ConfigureAwait(true);
}
catch (Exception ex)
{
logFile.Event($"updater: startup check threw unexpectedly: {ex.GetType().Name}: {ex.Message}");
return;
}
try
{
var cfg = AppConfig.Load();
cfg.LastUpdateCheckUtc = DateTime.UtcNow;
cfg.Save();
}
catch { /* harmless */ }
// Log each outcome distinctly so a failed check (TLS error, network down, GitHub
// 5xx) doesn't get filed as "up to date" — that's the misclassification Tech Singer's
// log from 2026-05-28 demonstrated, where a Win7 SSL handshake failure quietly logged
// as "up to date" instead of the real cause.
if (result is UpdateCheckFailed failure)
{
logFile.Event($"updater: startup check failed ({failure.Kind}): {failure.TechnicalDetail}");
return;
}
if (result is UpToDate)
{
logFile.Event($"updater: startup check — up to date (v{updater.CurrentVersion})");
return;
}
if (result is not UpdateAvailable available) return;
var info = available.Info;
logFile.Event($"updater: startup check found {info.Tag}");
if (AppConfig.Load().SilentlyInstallUpdates)
{
// Heads-up the user before we exit and the helper takes over. The notice is its
// own dialog so NVDA reads "RemSound is installing version X" before focus moves;
// a MessageBox would force the user to dismiss it, which defeats the point of
// "silent" install. UpdateInstallNoticeDialog auto-dismisses after a short
// countdown but lets the user pick Install now / Skip / Postpone before then.
using var notice = new UpdateInstallNoticeDialog(info);
var choice = ForegroundDialog.Show(owner => notice.ShowDialog(owner));
switch (choice)
{
case DialogResult.OK:
// "Install now" — same as the countdown elapsing.
await InstallUpdateAsync(info).ConfigureAwait(true);
break;
case DialogResult.Ignore:
// "Skip this version" — log and leave the user be; the next startup
// check will probably find the same version and ask again. We don't
// persist a skip list because release tempo is low enough that the
// user can dismiss once or twice without resenting it.
logFile.Event($"updater: user skipped {info.Tag} from startup notice");
break;
case DialogResult.Cancel:
default:
// "Postpone" / closed dialog — silent install at the next opportunity
// (timer tick or next launch).
logFile.Event($"updater: user postponed {info.Tag} from startup notice");
break;
}
return;
}
// Non-silent: same prompt the background poll uses.
var summary = string.IsNullOrWhiteSpace(info.ReleaseNotes)
? $"RemSound {info.Tag} is available. Install now?"
: $"RemSound {info.Tag} is available.\n\n{TruncateForDialog(info.ReleaseNotes)}\n\nInstall now?";
var pick = ForegroundDialog.Show(owner => MessageBox.Show(owner, summary, "Update available",
MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button1));
if (pick == DialogResult.Yes) await InstallUpdateAsync(info).ConfigureAwait(true);
}
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/// <summary>Download the new release, stage it, spawn the install helper and exit. On
/// any failure shows a MessageBox and stays running — partial installs leave the app
/// untouched.</summary>
private async Task InstallUpdateAsync(UpdateInfo info)
{
// Pass the currently-loaded profile title so the updater drops a resume-after-update
// sentinel; the relaunched RemSound.exe will pick this up in Program.Main and silently
// re-open the same profile, skipping the picker. Without this, a silent or
// mid-session update would drop the session AND leave the user back at the picker —
// the session never resumes by itself. Null/empty title (blank template, no profile
// saved yet) skips the sentinel and the relaunch falls through to normal startup.
// Don't let two near-simultaneous checks both stage an install and spawn two helpers.
if (updateInstallStarted)
{
logFile.Event($"updater: install already in progress; ignoring repeat request for {info.Tag}");
return;
}
updateInstallStarted = true;
// Update cue — an audible heads-up that an update is going in, played just before it
// starts. Fires for every install path (manual, background-silent, startup-silent), so
// a silent background update isn't completely silent: the user hears that RemSound is
// about to close and update. Played before the download so it sounds well before the
// app vanishes; the download comfortably outlasts the short cue. Honours the per-profile
// EnableUpdateCue flag set in Preferences.
if (settings.LoadEnableUpdateCue()) updateSound?.Play();
var ok = await updater.DownloadAndStageInstallAsync(info, currentProfileTitle).ConfigureAwait(true);
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if (!ok)
{
// Nothing was staged — allow a later attempt rather than wedging the updater off
// for the rest of the session.
updateInstallStarted = false;
ForegroundDialog.Show(owner => MessageBox.Show(owner,
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$"Could not download or stage the update. Try again later, or visit the release page in your browser:\n\n{info.ReleaseUrl}",
"Update failed", MessageBoxButtons.OK, MessageBoxIcon.Warning));
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return;
}
// The helper is staged and launched. We MUST now exit cleanly so it can replace our
// files and restart us — set updatingInProgress so the close path skips every prompt;
// no dialog (least of all the unsaved-changes prompt) may be allowed to cancel this.
updatingInProgress = true;
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logFile.Event($"updater: install helper launched for {info.Tag}, exiting");
Application.Exit();
}
/// <summary>Clamp the release notes to a reasonable dialog-friendly length so the
/// MessageBox doesn't push off-screen. Full notes always live in About and on the
/// GitHub release page.</summary>
private static string TruncateForDialog(string s)
{
const int max = 600;
if (s.Length <= max) return s;
return s[..max] + "\n…";
}
/// <summary>Apply (or stop) the background update-poll timer based on
/// <see cref="AppConfig.UpdateCheckFrequency"/>. Called at startup and whenever the user
/// changes the dropdown in Preferences. The first tick fires after one interval — we
/// don't immediately probe GitHub on every app launch because that's both rude and
/// would race with the Profile-load + audio-engine startup the user actually cares
/// about.</summary>
private void ApplyUpdateCheckTimer()
{
updateCheckTimer.Stop();
var freq = AppConfig.Load().UpdateCheckFrequency;
var intervalMs = freq switch
{
UpdateCheckFrequency.EveryHour => 60 * 60 * 1000,
UpdateCheckFrequency.Every6Hours => 6 * 60 * 60 * 1000,
UpdateCheckFrequency.Every24Hours => 24 * 60 * 60 * 1000,
_ => 0,
};
if (intervalMs <= 0) return;
updateCheckTimer.Interval = intervalMs;
updateCheckTimer.Start();
}
/// <summary>Connectivity tab — peer lists (connected/discovered/remembered), manual-add,
/// logging toggle and write-logs-now. Wires per-list ItemCheck/KeyDown handlers, status
/// labels, and binds the lists to the existing peer-state dictionaries via the Sync*
/// helpers below. Phase 2 of the 2026-05-06 refactor; previously these controls lived
/// inside ShowConnectivityTransportDialog and the form had a "Connectivity and transport"
/// bridge button.</summary>
private void BuildConnectivityTab()
{
var panel = new TableLayoutPanel
{
Dock = DockStyle.Fill,
Padding = new Padding(12),
ColumnCount = 2,
RowCount = 5,
AutoScroll = true,
};
panel.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
panel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100));
// === Peer lists wiring ===
WireCheckedListAccessibility(connectedPeersList, connectedPeersStatus, "connected peer");
WireCheckedListAccessibility(discoveredPeersList, discoveredPeersStatus, "discovered peer");
WireCheckedListAccessibility(rememberedPeersList, rememberedPeersStatus, "remembered peer");
// Connected list: items are always checked. Unchecking disconnects.
connectedPeersList.ItemCheck += (_, args) =>
{
if (suppressConnectedCheck) return;
BeginInvoke(() =>
{
if (args.NewValue == CheckState.Unchecked
&& args.Index >= 0 && args.Index < connectedPeersList.Items.Count
&& connectedPeersList.Items[args.Index] is PeerListItem item)
{
DeselectPeer(item.Peer.InstanceId);
}
SyncAllPeerLists();
ApplyAudioRuntime();
});
};
connectedPeersList.KeyDown += (_, args) =>
{
if (args.KeyCode == Keys.Delete && connectedPeersList.SelectedItem is PeerListItem selected)
{
var prevIndex = connectedPeersList.SelectedIndex;
DeselectPeer(selected.Peer.InstanceId);
SyncAllPeerLists();
FocusListItemAfterDelete(connectedPeersList, prevIndex);
ApplyAudioRuntime();
args.Handled = true;
args.SuppressKeyPress = true;
}
};
// Discovered list: items are unchecked. Checking connects + auto-remembers. Delete
// suppressed (discovered peers go away when their broadcaster does).
discoveredPeersList.ItemCheck += (_, args) =>
{
if (suppressDiscoveredCheck) return;
if (args.NewValue != CheckState.Checked) return;
BeginInvoke(() =>
{
if (args.Index >= 0 && args.Index < discoveredPeersList.Items.Count
&& discoveredPeersList.Items[args.Index] is PeerListItem item)
{
SelectPeer(item.Peer);
EnsurePeerRemembered(item.Peer);
}
SyncAllPeerLists();
ApplyAudioRuntime();
});
};
discoveredPeersList.KeyDown += (_, args) =>
{
if (args.KeyCode == Keys.Delete) { args.Handled = true; args.SuppressKeyPress = true; }
};
// Remembered list: items are unchecked (connected ones hide). Check reconnects, Delete forgets.
rememberedPeersList.ItemCheck += (_, args) =>
{
if (suppressRememberedCheck) return;
if (args.NewValue != CheckState.Checked) return;
BeginInvoke(async () =>
{
if (args.Index >= 0 && args.Index < rememberedPeersList.Items.Count
&& rememberedPeersList.Items[args.Index] is RememberedPeerItem item)
{
PeerAnnouncement? toSelect = null;
if (rememberedPeerInstanceIds.TryGetValue(item.Entry, out var existingId)
&& knownPeers.TryGetValue(existingId, out var known))
{
toSelect = known;
}
else
{
var address = await ResolvePeerAddressAsync(item.Entry);
if (address is not null)
{
var peer = CreateManualPeer(item.Entry, address);
manualPeers[peer.InstanceId] = peer;
rememberedPeerInstanceIds[item.Entry] = peer.InstanceId;
toSelect = peer;
}
}
if (toSelect is not null) SelectPeer(toSelect);
}
RefreshKnownPeers();
SyncAllPeerLists();
ApplyAudioRuntime();
});
};
rememberedPeersList.KeyDown += (_, args) =>
{
if (args.KeyCode == Keys.Delete)
{
var prevIndex = rememberedPeersList.SelectedIndex;
RemoveSelectedRememberedPeer(rememberedPeersList);
SyncAllPeerLists();
FocusListItemAfterDelete(rememberedPeersList, prevIndex);
args.Handled = true;
args.SuppressKeyPress = true;
}
};
// === Manual add + Write logs now ===
manualAddButton.Click += async (_, _) =>
{
var entry = ManualPeerPrompt.Show(this);
if (string.IsNullOrWhiteSpace(entry)) return;
await AddManualPeerAsync(entry);
SyncAllPeerLists();
BeginInvoke(() => FocusListControl(connectedPeersList));
};
// Logging controls retired from this tab 2026-05-08 — they now live in the
// Preferences dialog (File → Preferences, Ctrl+P) as the last two items.
// === Layout ===
// 5 rows: 02 the three peer lists, 3 manual-add, 4 connection-status readout.
panel.RowCount = 5;
FormLayoutRows.AddCheckedListRow(panel, 0, "Connected peers (Alt+&C)", connectedPeersList, connectedPeersStatus, FocusListControl);
FormLayoutRows.AddCheckedListRow(panel, 1, "Discovered peers (Alt+&D)", discoveredPeersList, discoveredPeersStatus, FocusListControl);
FormLayoutRows.AddCheckedListRow(panel, 2, "Remembered peers (Alt+&R)", rememberedPeersList, rememberedPeersStatus, FocusListControl);
panel.Controls.Add(new Label { Text = "Manual peer", AutoSize = true, Anchor = AnchorStyles.Left }, 0, 3);
panel.Controls.Add(manualAddButton, 1, 3);
// Connection status readout — last row, tab-into-able.
var statusLabel = new MnemonicLabel { Text = "Connection status (Alt+&S)", AutoSize = true, Anchor = AnchorStyles.Left, MnemonicTarget = statusReadout };
statusLabel.Click += (_, _) => statusReadout.Focus();
panel.Controls.Add(statusLabel, 0, 4);
panel.Controls.Add(statusReadout, 1, 4);
// Initial render so the box has content the moment the user tabs into it.
RefreshStatusReadout();
connectivityTabPage.Controls.Add(panel);
// Initial population so screen readers see something on first open.
SyncAllPeerLists();
}
/// <summary>Audio I/O tab — full content. All the existing main-form audio controls
/// (mode, ASIO driver, send/receive checkboxes, device lists, volume) live here.</summary>
private void BuildAudioIOTab()
{
var panel = new TableLayoutPanel
{
Dock = DockStyle.Fill,
Padding = new Padding(12),
ColumnCount = 2,
RowCount = 11,
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AutoScroll = true,
};
panel.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
panel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100));
// 2026-05-11 mnemonic refresh — Ed's spec for the Audio I/O tab:
// ASIO driver → Alt+D (drives audio mode: "(none)" = WASAPI-only,
// any real driver = WASAPI + ASIO)
// Set volume → Alt+V (unchanged)
// ASIO outputs (receive) → Alt+1
// ASIO inputs (send) → Alt+2
// WASAPI outputs (receive) → Alt+3
// WASAPI outputs (send) → Alt+4
// WASAPI inputs (send) → Alt+5
// Receive Alt+R, Send Alt+S — unchanged.
//
// The pre-2026-05-11 "Audio mode" listbox (Alt+M) is gone — selecting a driver here
// brings the ASIO half of the form to life; selecting "(none)" hides it again. On
// machines with no ASIO drivers installed the driver picker is hidden entirely (there
// is nothing to switch to) and the form runs WASAPI-only.
// Row 0: "Uncheck all inputs and outputs on all soundcards", spanning both columns,
// sitting just above the ASIO driver picker. Always present (independent of ASIO).
panel.Controls.Add(uncheckAllDevicesButton, 0, 0);
panel.SetColumnSpan(uncheckAllDevicesButton, 2);
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if (hasAnyAsioDriverInstalled)
{
asioDriverLabel = new MnemonicLabel { Text = "ASIO driver (Alt+&D)", AutoSize = true, Anchor = AnchorStyles.Left, MnemonicTarget = asioDriverBox };
asioDriverLabel.Click += (_, _) => asioDriverBox.Focus();
panel.Controls.Add(asioDriverLabel, 0, 1);
panel.Controls.Add(asioDriverBox, 1, 1);
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}
else
{
// Reserve the row but keep both cells empty. We could collapse the row entirely,
// but leaving it as a no-op AutoSize row keeps the rest of the row indices stable
// with the original layout (each subsequent control still lives in row N).
}
// Each checkbox wrapped in its own FlowLayoutPanel — required for NVDA state-change
// announcements to fire reliably (a CheckBox directly in a TableLayoutPanel cell
// suppresses them; the FlowLayoutPanel wrapper restores the announcement chain).
var receiveCheckboxPanel = new FlowLayoutPanel { AutoSize = true, Dock = DockStyle.Fill };
receiveCheckboxPanel.Controls.Add(receiveAudioCheckbox);
panel.Controls.Add(receiveCheckboxPanel, 1, 2);
receiveOutputDevicesLabel = FormLayoutRows.AddCheckedListRow(panel, 3, "WASAPI outputs for received sound (Alt+&3)", receiveOutputDevicesList, receiveOutputDevicesStatusLabel, FocusListControl);
asioReceiveOutputDevicesLabel = FormLayoutRows.AddCheckedListRow(panel, 4, "ASIO outputs for received sound (Alt+&1)", asioReceiveOutputDevicesList, asioReceiveOutputDevicesStatusLabel, FocusListControl);
FormLayoutRows.AddRow(panel, 5, "Set volume for all received audio (Alt+&V)", volumeBar, FocusControl);
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var sendCheckboxPanel = new FlowLayoutPanel { AutoSize = true, Dock = DockStyle.Fill };
sendCheckboxPanel.Controls.Add(sendMyAudioCheckbox);
panel.Controls.Add(sendCheckboxPanel, 1, 6);
sendOutputDevicesLabel = FormLayoutRows.AddCheckedListRow(panel, 7, "WASAPI outputs to send (Alt+&4)", sendOutputDevicesList, sendOutputDevicesStatusLabel, FocusListControl);
sendInputDevicesLabel = FormLayoutRows.AddCheckedListRow(panel, 8, "WASAPI inputs to send (Alt+&5)", sendInputDevicesList, sendInputDevicesStatusLabel, FocusListControl);
asioSendDevicesLabel = FormLayoutRows.AddCheckedListRow(panel, 9, "ASIO inputs to send (Alt+&2)", asioSendDevicesList, asioSendDevicesStatusLabel, FocusListControl);
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audioIOTabPage.Controls.Add(panel);
}
/// <summary>Audio profile tab — split into two GroupBox sections so NVDA announces the
/// section name when focus first crosses into it. Send-side group: codec, packet size,
/// lock to audio clock. Receive-side group: latency + auto-tune controls, buffer
/// smoothness, artefact. Inside each group, focus traversal is the natural top-to-bottom
/// order; crossing the boundary triggers NVDA's grouping-name announcement on the first
/// child of the entered group. GroupBox `Text` is also the accessible name (single-source
/// label rule); no `&` mnemonic since GroupBox isn't focusable. Phase 3 of the refactor;
/// previously these controls lived inside ShowConnectivityTransportDialog as "dialog*"
/// mirrors of hidden form-fields.</summary>
private void BuildAudioProfileTab()
{
// Outer layout: one column, three rows. Row 0 is the Full-CPU-speed checkbox — the
// first thing the user lands on when they Tab into the tab, deliberately ungrouped
// and at the top so it can't be missed. Rows 1 and 2 are the existing Audio send
// parameters / Audio receive parameters GroupBoxes. AutoScroll on so the tab page
// handles overflow rather than the inner groups clipping their contents.
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var outerPanel = new TableLayoutPanel
{
Dock = DockStyle.Fill,
Padding = new Padding(12),
ColumnCount = 1,
RowCount = 3,
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AutoScroll = true,
};
outerPanel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100));
outerPanel.RowStyles.Add(new RowStyle(SizeType.AutoSize));
outerPanel.RowStyles.Add(new RowStyle(SizeType.AutoSize));
outerPanel.RowStyles.Add(new RowStyle(SizeType.AutoSize));
// Wrap the checkbox in its own FlowLayoutPanel — same NVDA-friendly pattern the
// form's other top-level checkboxes use (a bare CheckBox in a TableLayoutPanel
// cell suppresses some state-change announcements; the FlowLayoutPanel restores
// the announcement chain).
var priorityModePanel = new FlowLayoutPanel { AutoSize = true, Dock = DockStyle.Fill };
priorityModePanel.Controls.Add(priorityModeBox);
priorityModeBox.Checked = settings.LoadPriorityMode();
priorityModeBox.CheckedChanged += (_, _) =>
{
settings.SavePriorityMode(priorityModeBox.Checked);
PerformanceMode.Apply(priorityModeBox.Checked, msg => logFile.Event(msg));
MarkProfileDirty();
};
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var sendGroup = new GroupBox
{
Text = "Audio send parameters",
AutoSize = true,
Dock = DockStyle.Top,
Padding = new Padding(8, 4, 8, 8),
};
var receiveGroup = new GroupBox
{
Text = "Audio receive parameters",
AutoSize = true,
Dock = DockStyle.Top,
Padding = new Padding(8, 4, 8, 8),
};
BuildAudioSendGroupContents(sendGroup);
BuildAudioReceiveGroupContents(receiveGroup);
outerPanel.Controls.Add(priorityModePanel, 0, 0);
outerPanel.Controls.Add(sendGroup, 0, 1);
outerPanel.Controls.Add(receiveGroup, 0, 2);
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audioProfileTabPage.Controls.Add(outerPanel);
}
/// <summary>Send-side controls: codec + packet size on row 0, lock-to-audio-clock on
/// row 1. The codec and packet-size combo share a row because they're tightly coupled
/// (changing the codec resets the meaningful packet sizes). Lock-to-clock is a sender-
/// side toggle whose label varies by audio mode (WASAPI vs ASIO vs Both).</summary>
private void BuildAudioSendGroupContents(GroupBox group)
{
var panel = new TableLayoutPanel
{
Dock = DockStyle.Fill,
ColumnCount = 2,
RowCount = 2,
AutoSize = true,
};
panel.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
panel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100));
// === Row 0: codec + packet size ===
// Packet size: per-packet audio frame the sender chops into. Smaller = lower send-side
// accumulator latency at the cost of doubling packet rate (more sensitive to USB /
// network hiccups). Renamed from "Send rate" 2026-05-02 — the label confused users
// into thinking it was a bandwidth knob.
sendRateBox.Items.Clear();
sendRateBox.Items.Add("Standard (5 ms PCM, 10/20 ms Opus)");
sendRateBox.Items.Add("Small (2.5 ms PCM, 5/10 ms Opus, LAN only)");
sendRateBox.SelectedIndex = (int)settings.LoadSendRate();
sendRateBox.SelectedIndexChanged += (_, _) =>
{
var newRate = (SendRate)sendRateBox.SelectedIndex;
settings.SaveSendRate(newRate);
sender.SetSendRate(newRate);
ApplySendRateToOpus(newRate);
MarkProfileDirty();
};
// 2026-05-08 mnemonic refresh per Ed's spec:
// Audio codec (renamed from "Transport codec") → Alt+C (was Alt+T)
// Packet size → Alt+P (was Alt+S)
var codecAndSendLabel = new Label { Text = "Audio codec (Alt+&C) / Packet size (Alt+&P)", AutoSize = true, Anchor = AnchorStyles.Left };
codecAndSendLabel.Click += (_, _) => FocusControl(codecBox);
var codecRowPanel = new FlowLayoutPanel { AutoSize = true, Dock = DockStyle.Fill, FlowDirection = FlowDirection.LeftToRight, WrapContents = false };
codecRowPanel.Controls.Add(codecBox);
codecRowPanel.Controls.Add(new Label { Text = " Packet size: ", AutoSize = true, Padding = new Padding(8, 6, 0, 0) });
codecRowPanel.Controls.Add(sendRateBox);
panel.Controls.Add(codecAndSendLabel, 0, 0);
panel.Controls.Add(codecRowPanel, 1, 0);
// === Row 1: Tight latency (sender-side, mode-dependent label) ===
// Mnemonic was Alt+K until v1.5 (2026-05-15) when the Record menu took Alt+K at
// the menu-bar level. Replaced with Alt+D — the D in "au&dio" is naturally part of
// the word, no explicit "(Alt+...)" hint needed. Free on the Audio profile tab
// (no other Audio-profile control uses D).
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var currentAudioModeForLabel = settings.LoadAudioMode();
var tightLatencyText = currentAudioModeForLabel switch
{
AudioMode.WasapiOnly => "Lock to au&dio clock, WASAPI sender",
AudioMode.BothIndependent => "Lock to au&dio clock, WASAPI + ASIO senders",
_ => "Lock to au&dio clock",
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};
var tightLatencyAccessible = currentAudioModeForLabel switch
{
AudioMode.WasapiOnly => "Lock to audio clock (Alt+D) — sender uses the WASAPI capture event for timing instead of a Stopwatch tick. Tightens delay; brief clicks possible if the link can't keep up.",
AudioMode.BothIndependent => "Lock to audio clock (Alt+D) — both lanes tighten independently. WASAPI lane uses push-mode (single source); ASIO lane emits per callback. Brief clicks possible on either if the link can't keep up.",
_ => "Lock to audio clock (Alt+D) — sender-side timing tighten.",
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};
tightLatencyBox.Text = tightLatencyText;
tightLatencyBox.AccessibleName = tightLatencyAccessible;
tightLatencyBox.Checked = settings.LoadTightLatencyMode();
tightLatencyBox.CheckedChanged += (_, _) =>
{
settings.SaveTightLatencyMode(tightLatencyBox.Checked);
sender.SetTightLatency(tightLatencyBox.Checked);
logFile.Event($"tight latency changed to {(tightLatencyBox.Checked ? "on" : "off")} (audio mode={settings.LoadAudioMode()})");
MarkProfileDirty();
};
var tightLatencyLabel = new Label { Text = tightLatencyText, AutoSize = true, Anchor = AnchorStyles.Left };
tightLatencyLabel.Click += (_, _) => tightLatencyBox.Focus();
var tightLatencyContainer = new FlowLayoutPanel { AutoSize = true, Dock = DockStyle.Fill };
tightLatencyContainer.Controls.Add(tightLatencyBox);
panel.Controls.Add(tightLatencyLabel, 0, 1);
panel.Controls.Add(tightLatencyContainer, 1, 1);
group.Controls.Add(panel);
}
/// <summary>Receive-side controls: latency spinner + tune button + continuous-tune toggle
/// + interval combo on row 0; smoothness list on row 1; artefact combo (with hint) on
/// row 2. Tab order within the group flows naturally top-down. The tune-button hookup
/// uses TuneLatencyAsync via the cancellation token field.</summary>
private void BuildAudioReceiveGroupContents(GroupBox group)
{
var panel = new TableLayoutPanel
{
Dock = DockStyle.Fill,
ColumnCount = 2,
RowCount = 4,
AutoSize = true,
};
panel.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
panel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100));
// === Row 0: ASIO latency row — VISIBLE ONLY IN BOTHINDEPENDENT MODE ===
// In BothIndependent the WASAPI and ASIO lanes have independent targets. The ASIO row
// sits above the WASAPI row so it's first in tab order (ASIO is the "headline" lane
// a user picks the new mode for) and takes the simpler Alt+L / Alt+T mnemonics — when
// the user enters BothIndependent the WASAPI row's labels mutate to "WASAPI latency
// (Alt+W)" / "Continuous auto-tune WASAPI (Alt+Y)", surrendering L/T to ASIO. In every
// classic mode this row is hidden via UpdateBothIndependentVisibility and the WASAPI
// row keeps the original "Audio latency (Alt+L)" labels.
asioLatencyLabel = new Label { Text = "ASIO latency in milliseconds (Alt+&L)", AutoSize = true, Anchor = AnchorStyles.Left };
asioLatencyLabel.Click += (_, _) => FocusControl(maxLatencyAsioBox);
SelectAllOnFocus(maxLatencyAsioBox);
maxLatencyAsioBox.Value = Math.Clamp(settings.LoadMaxLatencyMsAsio(), (int)maxLatencyAsioBox.Minimum, (int)maxLatencyAsioBox.Maximum);
continuousTuneAsioBox.Text = "Continuous auto-tune ASIO latency (Alt+&T)";
continuousTuneAsioBox.AccessibleName = "Continuous auto-tune ASIO latency";
continuousTuneAsioBox.Checked = settings.LoadContinuousAutoTuneAsioEnabled();
asioDelayContainer = new FlowLayoutPanel
{
AutoSize = true,
Dock = DockStyle.Fill,
FlowDirection = FlowDirection.LeftToRight,
WrapContents = true,
};
asioDelayContainer.Controls.Add(maxLatencyAsioBox);
asioDelayContainer.Controls.Add(continuousTuneAsioBox);
panel.Controls.Add(asioLatencyLabel, 0, 0);
panel.Controls.Add(asioDelayContainer, 1, 0);
// === Row 1: WASAPI / classic latency row ===
// Labels and mnemonics mutate based on audio mode — see UpdateBothIndependentVisibility.
// Classic modes: "Audio latency (Alt+L)" / "Continuous auto-tune latency (Alt+T)"
// BothIndependent: "WASAPI latency (Alt+W)" / "Continuous auto-tune WASAPI (Alt+Y)"
// The interval dropdown stays attached to this row in both modes; one interval setting
// governs both lanes' auto-tune ticks (separate intervals would be more knobs than
// value).
wasapiLatencyLabel = new Label { Text = "Audio latency in milliseconds (Alt+&L)", AutoSize = true, Anchor = AnchorStyles.Left };
wasapiLatencyLabel.Click += (_, _) => FocusControl(maxLatencyBox);
SelectAllOnFocus(maxLatencyBox);
continuousTuneBox.Text = "Continuous auto-tune latency (Alt+&T)";
continuousTuneBox.AccessibleName = "Continuous auto-tune latency";
continuousTuneBox.Checked = continuousTuneEnabled;
// 3 seconds added 2026-05-06 alongside the lookback shortening — the new combination
// lets users dial in tighter latency on calm networks much faster (each tick samples
// then potentially lowers, so 3s ticks × 5ms/tick = 1.7ms/sec descent).
continuousIntervalBox.Items.Clear();
continuousIntervalBox.Items.AddRange(new object[] { "3 seconds", "5 seconds", "10 seconds", "15 seconds", "30 seconds" });
continuousIntervalBox.SelectedIndex = continuousTuneIntervalSec switch { 3 => 0, 5 => 1, 15 => 3, 30 => 4, _ => 2 };
// Enable the interval combo whenever EITHER lane's auto-tune is on — the single
// interval value governs both lanes' tick rates (see comment at row-1 docstring).
// Previously this only followed the WASAPI checkbox, which made the combo grey out
// in BothIndependent mode when only ASIO auto-tune was ticked, even though the
// timer was running and the interval was being honoured for the ASIO lane.
continuousIntervalBox.Enabled = AnyAutoTuneEnabled();
// Label text is set by UpdateBothIndependentVisibility — it differs between classic
// modes (single lane → "Auto-tune latency interval") and BothIndependent
// (two lanes → "Auto-tune interval (WASAPI + ASIO)") to make explicit that the same
// dropdown drives both lanes' tick cadence in the latter case.
continuousIntervalLabel = new Label { AutoSize = true, Anchor = AnchorStyles.Left, Padding = new Padding(8, 6, 0, 0) };
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var delayContainer = new FlowLayoutPanel
{
AutoSize = true,
Dock = DockStyle.Fill,
FlowDirection = FlowDirection.LeftToRight,
WrapContents = true,
};
delayContainer.Controls.Add(maxLatencyBox);
delayContainer.Controls.Add(continuousTuneBox);
delayContainer.Controls.Add(continuousIntervalLabel);
delayContainer.Controls.Add(continuousIntervalBox);
panel.Controls.Add(wasapiLatencyLabel, 0, 1);
panel.Controls.Add(delayContainer, 1, 1);
continuousTuneBox.CheckedChanged += (_, _) =>
{
continuousTuneEnabled = continuousTuneBox.Checked;
settings.SaveContinuousAutoTuneEnabled(continuousTuneEnabled);
continuousIntervalBox.Enabled = AnyAutoTuneEnabled();
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ApplyContinuousTuneTimer();
MarkProfileDirty();
};
continuousIntervalBox.SelectedIndexChanged += (_, _) =>
{
continuousTuneIntervalSec = continuousIntervalBox.SelectedIndex switch { 0 => 3, 1 => 5, 3 => 15, 4 => 30, _ => 10 };
settings.SaveContinuousAutoTuneIntervalSec(continuousTuneIntervalSec);
ApplyContinuousTuneTimer();
MarkProfileDirty();
};
// === Row 1: Buffer smoothness ===
smoothnessBox.Items.Clear();
smoothnessBox.Items.Add("10 — smoothest, no clicks, longest delay");
smoothnessBox.Items.Add("9");
smoothnessBox.Items.Add("8");
smoothnessBox.Items.Add("7");
smoothnessBox.Items.Add("6");
smoothnessBox.Items.Add("5");
smoothnessBox.Items.Add("4");
smoothnessBox.Items.Add("3 — default, brief clicks");
smoothnessBox.Items.Add("2");
smoothnessBox.Items.Add("1 — tightest delay, frequent clicks");
// Map int smoothness ↔ list index: index 0 = 10, index 9 = 1.
smoothnessBox.SelectedIndex = Math.Clamp(10 - settings.LoadSmoothness(), 0, 9);
smoothnessBox.SelectedIndexChanged += (_, _) =>
{
if (smoothnessBox.SelectedIndex < 0) return;
var newSmoothness = 10 - smoothnessBox.SelectedIndex;
settings.SaveSmoothness(newSmoothness);
receiver.SetSmoothness(newSmoothness);
logFile.Event($"buffer smoothness changed to {newSmoothness}");
MarkProfileDirty();
};
var smoothnessLabel = new Label { Text = "Buffer smoothness (Alt+&B)", AutoSize = true, Anchor = AnchorStyles.Left };
smoothnessLabel.Click += (_, _) => FocusControl(smoothnessBox);
panel.Controls.Add(smoothnessLabel, 0, 2);
panel.Controls.Add(smoothnessBox, 1, 2);
// === Row 2: Artefact ===
artefactBox.Items.Clear();
artefactBox.Items.Add("Noise burst (default) — broadband shhh, blends into music");
artefactBox.Items.Add("Click — no concealment, raw zero-fill click");
var loadedArtifact = settings.LoadConcealmentArtifact();
artefactBox.SelectedIndex = loadedArtifact == ConcealmentArtifact.Click ? 1 : 0;
artefactBox.SelectedIndexChanged += (_, _) =>
{
if (artefactBox.SelectedIndex < 0) return;
var newArtifact = artefactBox.SelectedIndex == 1
? ConcealmentArtifact.Click
: ConcealmentArtifact.NoiseBurst;
settings.SaveConcealmentArtifact(newArtifact);
receiver.SetConcealmentArtifact(newArtifact);
logFile.Event($"concealment artifact changed to {newArtifact}");
MarkProfileDirty();
};
var artefactLabel = new Label { Text = "Artefact sound type (Alt+&A)", AutoSize = true, Anchor = AnchorStyles.Left };
artefactLabel.Click += (_, _) => FocusControl(artefactBox);
var artefactHint = new Label
{
Text = "Use this to change the way audio artefacts sound when they appear (e.g. on brief network or buffer hiccups). Changes take effect immediately.",
AutoSize = false,
Width = 420,
Height = 36,
Anchor = AnchorStyles.Left,
};
var artefactContainer = new FlowLayoutPanel { AutoSize = true, FlowDirection = FlowDirection.TopDown, Dock = DockStyle.Fill };
artefactContainer.Controls.Add(artefactHint);
artefactContainer.Controls.Add(artefactBox);
panel.Controls.Add(artefactLabel, 0, 3);
panel.Controls.Add(artefactContainer, 1, 3);
// Wire ASIO companion control event handlers and apply initial visibility now that
// every element exists. After this method returns the panel is ready to dock into
// its parent groupbox.
WireBothIndependentControls();
UpdateBothIndependentVisibility();
group.Controls.Add(panel);
}
/// <summary>Calls all three peer-list sync helpers in one go. Wired into the existing
/// status timer (1 Hz) so the Connectivity tab stays current with discovery / heartbeat
/// state without needing its own dedicated timer.</summary>
private void SyncAllPeerLists()
{
SyncConnectedList();
SyncDiscoveredList();
SyncRememberedList();
RefreshStatusReadout();
}
/// <summary>Updates the Connection-status read-only TextBox at the bottom of the
/// Connectivity tab. Skips the actual Text-set when (a) the user is currently focused on
/// the box (so NVDA isn't disrupted while reading), or (b) the freshly-computed text
/// matches the last-rendered text (avoids redundant work and any chance of NVDA stutter).
/// 2026-05-06.</summary>
private void RefreshStatusReadout()
{
var text = ComputeStatusText();
if (text == lastStatusReadoutText) return;
lastStatusReadoutText = text;
// Don't disrupt the user mid-read. The text we computed is already cached so the
// next tick will pick it up if the user moves focus away.
if (statusReadout.Focused) return;
statusReadout.Text = text;
}
private string ComputeStatusText()
{
// Compute byte-rates from delta since last sample. First call has no baseline so
// the rate shows as 0; second and subsequent calls produce a real number.
var nowUtc = DateTime.UtcNow;
var txBytes = sender.BytesSent;
var rxBytes = receiver.BytesReceived;
double txKbs = 0, rxKbs = 0;
if (lastStatusSampleUtc != DateTime.MinValue)
{
var elapsed = (nowUtc - lastStatusSampleUtc).TotalSeconds;
if (elapsed > 0)
{
txKbs = (txBytes - lastStatusTxBytes) / 1024.0 / elapsed;
rxKbs = (rxBytes - lastStatusRxBytes) / 1024.0 / elapsed;
}
}
lastStatusSampleUtc = nowUtc;
lastStatusTxBytes = txBytes;
lastStatusRxBytes = rxBytes;
// Healthy peers from heartbeat. Map each to its display label (the user-friendly
// name from selectedPeerLabels, falling back to the address).
var healthy = new List<(string Label, int? RttMs)>();
if (heartbeatService is { } hb)
{
foreach (var ph in hb.GetAllPeerHealth())
{
if (ph.State != PeerHealthState.Healthy) continue;
// Find a label by walking selectedPeerEndpoints for a matching address+port.
string? label = null;
foreach (var (id, ep) in selectedPeerEndpoints)
{
if (ep.Address.Equals(ph.AudioEndpoint.Address) && ep.Port == ph.AudioEndpoint.Port)
{
label = selectedPeerLabels.GetValueOrDefault(id);
break;
}
}
label ??= ph.AudioEndpoint.ToString();
int? rtt = ph.RttMs is { } r ? RoundToFive(r) : null;
healthy.Add((label, rtt));
}
}
// Update the connected-since timestamp based on whether we have any healthy peers.
if (healthy.Count > 0)
{
statusConnectedSinceUtc ??= nowUtc;
}
else
{
statusConnectedSinceUtc = null;
}
// Build the readout, one line per piece of information. Uses CRLF so the TextBox
// multiline rendering is correct on Windows + readable to NVDA.
var sb = new System.Text.StringBuilder();
if (healthy.Count == 0)
{
sb.AppendLine("Not connected to any peer.");
}
else
{
sb.AppendLine($"Connected to {healthy.Count} peer{(healthy.Count == 1 ? "" : "s")}.");
foreach (var (label, rtt) in healthy)
{
var rttStr = rtt is { } r ? $"{r} ms" : "unknown";
sb.AppendLine($" {label}: ping {rttStr}");
}
}
if (statusConnectedSinceUtc is { } since)
{
var span = nowUtc - since;
sb.AppendLine($"Uptime: {FormatUptime(span)}.");
}
else
{
sb.AppendLine("Uptime: 0 seconds.");
}
sb.AppendLine($"Receiving {rxKbs:0.0} kB/s; sending {txKbs:0.0} kB/s.");
sb.Append($"Total received {receiver.BytesReceived / 1048576.0:0.0} MB; sent {sender.BytesSent / 1048576.0:0.0} MB.");
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return sb.ToString();
}
private static string FormatUptime(TimeSpan span)
{
if (span.TotalSeconds < 1) return "0 seconds";
if (span.TotalMinutes < 1) return $"{(int)span.TotalSeconds} second{((int)span.TotalSeconds == 1 ? "" : "s")}";
if (span.TotalHours < 1) return $"{(int)span.TotalMinutes} minute{((int)span.TotalMinutes == 1 ? "" : "s")} {span.Seconds} second{(span.Seconds == 1 ? "" : "s")}";
return $"{(int)span.TotalHours} hour{((int)span.TotalHours == 1 ? "" : "s")} {span.Minutes} minute{(span.Minutes == 1 ? "" : "s")}";
}
/// <summary>
/// Reads <c>list.SelectedItem</c> without the IndexOutOfRangeException WinForms' internal
/// ItemArray throws when <c>SelectedIndex</c> is briefly left pointing past the item array.
/// That happens during churny peer-list rebuilds (peer reboots, rapid reconnects): the
/// 1 Hz Sync* tick read <c>SelectedItem</c> — whose getter blindly does Items[SelectedIndex]
/// — and crashed the whole app from a timer callback. Bounds-check the index ourselves,
/// the same defensive pattern the ItemCheck handlers already use. 2026-05-15.
/// </summary>
private static object? SafeSelectedItem(ListBox list)
{
var i = list.SelectedIndex;
return i >= 0 && i < list.Items.Count ? list.Items[i] : null;
}
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private void SyncConnectedList()
{
var desired = new List<(PeerListItem Item, Guid Id)>();
foreach (var (id, ep) in selectedPeerEndpoints)
{
if (knownPeers.TryGetValue(id, out var known))
{
desired.Add((new PeerListItem(known), id));
}
else
{
var label = selectedPeerLabels.GetValueOrDefault(id, ep.Address.ToString());
// Don't call a peer "offline" just because DISCOVERY briefly lost sight of it —
// if audio is still arriving from it, or its heartbeat is healthy, it's plainly
// still connected. Discovery beacons are easy to miss for a second; the audio
// stream and heartbeat are the real signal. Only tag "(offline)" when it's gone
// by every measure. 2026-06-02 (Ed's "offline but still sending audio" report).
var stillThere = receiver.IsAudioFlowingFrom(ep.Address, TimeSpan.FromSeconds(3))
|| IsEndpointHeartbeatHealthy(ep);
var suffix = stillThere ? "" : " (offline)";
var ghost = new PeerAnnouncement(id, $"{label}{suffix}", ep.Port, true, true, DateTime.UtcNow, ep.Address);
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desired.Add((new PeerListItem(ghost), id));
}
}
desired = desired.OrderBy(d => d.Item.Peer.Name).ThenBy(d => d.Item.Peer.Address.ToString()).ToList();
// Signature is stable identity only (peer id + name + address + port). Live status
// (connected, codec, direction, RTT) is NOT in the signature — it gets updated in
// place via RefreshItem so NVDA focus on a row survives tick updates.
var signature = string.Join("|", desired.Select(d => d.Item.StableKey()));
if (signature != lastConnectedListSignature)
{
lastConnectedListSignature = signature;
var selectedId = SafeSelectedItem(connectedPeersList) is PeerListItem si ? si.Peer.InstanceId : Guid.Empty;
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suppressConnectedCheck = true;
try
{
connectedPeersList.BeginUpdate();
connectedPeersList.Items.Clear();
var idx = -1;
foreach (var d in desired)
{
var i = connectedPeersList.Items.Add(d.Item, isChecked: true);
if (selectedId == d.Id) idx = i;
}
if (idx >= 0) connectedPeersList.SelectedIndex = idx;
connectedPeersList.EndUpdate();
}
finally { suppressConnectedCheck = false; }
}
UpdateConnectedListLiveStatus();
}
private void UpdateConnectedListLiveStatus()
{
var healthByAddress = new Dictionary<string, PeerHealth>();
if (heartbeatService is not null)
{
foreach (var ph in heartbeatService.GetAllPeerHealth())
{
healthByAddress[ph.AudioEndpoint.Address.ToString()] = ph;
}
}
var sendingNow = connected && IsSendEnabled && sender.IsRunning;
var codecLabel = FormatCodecLabel(sender.Codec, sender.OpusFrameSamplesPerChannel);
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for (int i = 0; i < connectedPeersList.Items.Count; i++)
{
if (connectedPeersList.Items[i] is not PeerListItem item) continue;
var s = item.Status;
var prevText = item.ToString();
var addrKey = item.Peer.Address.ToString();
var ph = healthByAddress.GetValueOrDefault(addrKey);
var isHealthy = ph is { State: PeerHealthState.Healthy };
s.Connected = isHealthy;
s.Sending = isHealthy && sendingNow;
s.Receiving = isHealthy && receiver.IsRunning && receiver.IsReceivingFromAddress(item.Peer.Address);
s.CodecLabel = isHealthy ? codecLabel : null;
s.RttMs = isHealthy && ph is { RttMs: { } rtt }
? RoundToFive(rtt)
: null;
if (item.ToString() != prevText)
{
connectedPeersList.RefreshItemPublic(i);
}
}
}
private void SyncDiscoveredList()
{
// Discovered = peers seen by discovery NOT currently connected, AND NOT manual peers
// (manual peers were added by user typing an IP — they aren't really "discovered").
var desired = new List<(PeerListItem Item, Guid Id)>();
foreach (var peer in knownPeers.Values
.Where(p => !selectedPeerEndpoints.ContainsKey(p.InstanceId))
.Where(p => !manualPeers.ContainsKey(p.InstanceId))
.OrderBy(p => p.Name).ThenBy(p => p.Address.ToString()))
{
desired.Add((new PeerListItem(peer), peer.InstanceId));
}
var signature = string.Join("|", desired.Select(d => d.Item.ToString()));
if (signature == lastDiscoveredListSignature) return;
lastDiscoveredListSignature = signature;
var selectedId = SafeSelectedItem(discoveredPeersList) is PeerListItem si ? si.Peer.InstanceId : Guid.Empty;
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suppressDiscoveredCheck = true;
try
{
discoveredPeersList.BeginUpdate();
discoveredPeersList.Items.Clear();
var idx = -1;
foreach (var d in desired)
{
var i = discoveredPeersList.Items.Add(d.Item, isChecked: false);
if (selectedId == d.Id) idx = i;
}
if (idx >= 0) discoveredPeersList.SelectedIndex = idx;
discoveredPeersList.EndUpdate();
}
finally { suppressDiscoveredCheck = false; }
}
private void SyncRememberedList()
{
// Hide entries whose mapped peer is currently connected — they live in Connected
// until disconnection, then reappear here.
var hiddenEntries = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
foreach (var (entry, id) in rememberedPeerInstanceIds)
{
if (selectedPeerEndpoints.ContainsKey(id)) hiddenEntries.Add(entry);
}
var entries = settings.LoadRememberedPeers()
.Where(e => !hiddenEntries.Contains(e))
.ToList();
var signature = string.Join("|", entries);
if (signature == lastRememberedListSignature) return;
lastRememberedListSignature = signature;
var selectedEntry = SafeSelectedItem(rememberedPeersList) is RememberedPeerItem si ? si.Entry : null;
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suppressRememberedCheck = true;
try
{
rememberedPeersList.BeginUpdate();
rememberedPeersList.Items.Clear();
var idx = -1;
foreach (var entry in entries)
{
var item = new RememberedPeerItem(entry);
var i = rememberedPeersList.Items.Add(item, isChecked: false);
if (entry == selectedEntry) idx = i;
}
if (idx >= 0) rememberedPeersList.SelectedIndex = idx;
rememberedPeersList.EndUpdate();
}
finally { suppressRememberedCheck = false; }
}
/// <summary>Profiles &amp; preferences tab — list of saved profiles with inline Switch /
/// Rename / Delete buttons + Save / Save-as + the mute-cues checkbox + remote-volume
/// opt-in + Keyboard-shortcuts + Minimise-to-tray. Phase 4 of the refactor; the old
/// "Manage profiles" dialog (and the ProfileManagementDialog.cs file) is gone.</summary>
// BuildProfilesPrefsTab and its companion UI methods (UpdateCurrentProfileLabel,
// RefreshProfilesList, SwitchSelectedProfile, RenameSelectedProfile,
// DeleteSelectedProfile) were deleted on 2026-05-08 when the fourth tab was retired.
// The same actions now live on the File menu:
// * Switch profile → File → Open profile (OpenProfileFromPicker)
// * Rename profile → File → Rename current profile (RenameCurrentProfile)
// * Save / Save as → File → Save / Save as
// * Delete profile → removed from app UI; users can delete via the OS file
// picker's right-click menu (File → Open profile shows the
// folder; right-click any entry → Delete).
// * Mute cues / Accept remote / Startup behaviour → File → Preferences (Ctrl+P).
// * Keyboard shortcuts → File → Keyboard shortcuts (Ctrl+K).
// * Minimise to tray → File → Minimise to tray (Alt+M, gated per-tab so the
// Audio I/O tab's Audio mode mnemonic wins on that tab).
// FocusFirstControlOnActiveTab was removed in the arrow-key fix. The original intent —
// landing on something useful after a tab change — turned out to defeat the standard
// tab-strip navigation: every SelectedIndexChanged would yank focus off the strip,
// breaking arrow-key cycling and NVDA's tab-announcement chain. WinForms' built-in
// behaviour (focus stays on strip until user presses Tab) is what we want.
// FocusFirstChildOnActiveTab removed — caused unwanted "jumping into the box" on tab
// change. Andre's app doesn't do this; we shouldn't either. Arrow keys cycle tabs with
// focus staying on the strip; user presses Tab once to enter the active page.
private void SetTabOrder()
{
// Andre's accessible app sets no TabIndex on the TabControl itself — defaults work.
// Tab order is set per-tab now (each TabPage has its own focus traversal). Keeping
// the existing relative order from the pre-tab single-form layout so the user's
// muscle memory is preserved.
//
// Connectivity tab.
connectedPeersList.TabIndex = 0;
discoveredPeersList.TabIndex = 1;
rememberedPeersList.TabIndex = 2;
manualAddButton.TabIndex = 3;
statusReadout.TabIndex = 4;
// Audio I/O tab. The driver picker is row 0 when present (a real driver chosen here
// is what enables ASIO). Audio-mode listbox retired 2026-05-11.
asioDriverBox.TabIndex = 0;
receiveAudioCheckbox.TabIndex = 1;
receiveOutputDevicesList.TabIndex = 2;
asioReceiveOutputDevicesList.TabIndex = 3;
volumeBar.TabIndex = 4;
sendMyAudioCheckbox.TabIndex = 5;
sendOutputDevicesList.TabIndex = 6;
sendInputDevicesList.TabIndex = 7;
asioSendDevicesList.TabIndex = 8;
// Profiles & preferences tab retired 2026-05-08 — the controls that used to live
// there have moved to the File menu (Open/Save/Save as/Rename/etc.) and the
// Preferences dialog (Mute cues / Accept remote vol / Startup behaviour).
}
/// <summary>True if the given control is on the currently-selected tab. Used by
/// <see cref="ProcessCmdKey"/> to gate Alt+letter shortcuts so they only fire when the
/// target is on the visible tab — pressing Alt+L on the Connectivity tab does NOT auto-
/// switch to the Audio profile tab and focus the latency spinner. The user has to first
/// Ctrl+Tab to the right tab. This is the explicit per-tab shortcut isolation rule.</summary>
private bool IsControlOnActiveTab(Control? c)
{
if (c is null) return false;
var active = mainTabControl.SelectedTab;
if (active is null) return false;
for (var p = c.Parent; p is not null; p = p.Parent)
{
if (ReferenceEquals(p, active)) return true;
}
return false;
}
private bool IsSendEnabled => sendMyAudioCheckbox.Checked;
private bool IsReceiveEnabled => receiveAudioCheckbox.Checked;
// ===================== Connectivity / lifecycle =====================
private void Connect()
{
if (connected) return;
connected = true;
connectedSinceUtc = DateTime.UtcNow;
try
{
discovery.Start(LocalAudioPort, IsSendEnabled, IsReceiveEnabled);
logFile.Event("discovery started");
}
catch (Exception ex)
{
AppendLogEntry($"discovery failed: {ex.Message}");
logFile.Event($"discovery failed: {ex.Message}");
}
// Heartbeat starts as soon as we connect, regardless of send/receive state. That way
// RTT and reachability are measured even when the user has both audio toggles off,
// and the moment they tick a peer the heartbeat picks them up.
//
// Single-port mode (2026-05-06): the heartbeat service no longer binds a UDP socket.
// Outbound pings/pongs route through the audio sender's socket (sender.SendVia, sharing
// the audio NAT pinhole on the audio port). Inbound heartbeats arrive on either of two
// App-owned sockets and are forwarded into HandleInjectedPacket:
// * The audio receiver's listener (LAN — peers send heartbeat to our audio port).
// * The audio sender's recv-side via OnInboundPacket (relay-return path).
// Because the receiver's listener is bound for the duration of the connection (split
// from the playback gate, see AudioReceiver.SetPlaybackEnabled), heartbeat works even
// when "Receive audio" is off — no separate +2 port needed any more.
try
{
heartbeatService = new HeartbeatService(msg => logFile.Event($"heartbeat: {msg}"));
heartbeatService.SendTransport = sender.SendVia;
receiver.OnHeartbeatReceived = (buffer, length, remote) =>
heartbeatService.HandleInjectedPacket(buffer, length, remote);
// Remote-control handler (volume up/down, mute toggle from a connected peer).
// Hooks into the same single-port receive path: the audio receiver's listener
// sees the Control packet, parses it, and fires this delegate. We marshal back
// onto the UI thread to mutate volumeBar / mute state.
receiver.OnRemoteControlReceived = HandleRemoteControlPacket;
heartbeatService.Start();
}
catch (Exception ex)
{
AppendLogEntry($"heartbeat failed to start: {ex.Message}");
logFile.Event($"heartbeat failed to start: {ex.Message}");
}
// Single-port mode: bind the audio receiver's listener socket immediately on connect,
// independent of the user's "Receive audio" tick. The listener carries heartbeat
// packets even when audio playback is off; ApplyAudioRuntime below toggles playback
// separately via SetPlaybackEnabled. Without this, heartbeats sent to our audio port
// would hit a closed socket and the peer would see us as unreachable until the user
// ticked Receive.
try
{
receiver.Start(LocalAudioPort);
logFile.Event($"receiver listener started port={LocalAudioPort}");
}
catch (Exception ex)
{
AppendLogEntry($"receiver listener failed to start: {ex.Message}");
logFile.Event($"receiver listener failed to start: {ex.Message}");
}
RefreshKnownPeers();
ApplyAudioRuntime();
UpdateStatus();
}
private void HandleCapabilityChange()
{
if (!connected) return;
discovery.UpdateCapabilities(LocalAudioPort, IsSendEnabled, IsReceiveEnabled);
ApplyAudioRuntime();
}
private void EnsureRequestedAudioRunning()
{
if (!connected) return;
var wantSend = IsSendEnabled;
var wantReceive = IsReceiveEnabled;
if ((wantSend && !sender.IsRunning) || (wantReceive && !receiver.IsRunning))
{
ApplyAudioRuntime();
}
}
private void ApplyAudioRuntime()
{
if (!connected) return;
var endpoints = SelectedSendEndpoints().ToArray();
allSendEndpoints = endpoints;
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// Single-port heartbeat: tracked peers' audio endpoints ARE the heartbeat target.
// HeartbeatService sends via sender.SendVia (wired in Connect) so heartbeat shares
// the audio NAT pinhole on the audio port — no separate socket, no +2 port. The
// heartbeat tracks the FULL set so a recovered endpoint is detected and re-armed.
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heartbeatService?.SetTrackedPeers(endpoints);
// Arm the audio sender with the full set initially (nothing is known-dead yet). The
// 1 Hz tick (RefreshAudioReceivers) then drops any endpoint that stays unreachable,
// so we don't blast the stream at a dead address. Clear the cached signature so the
// refresh re-pushes against the new peer set.
activeAudioReceiverSignature = null;
RefreshAudioReceivers();
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// Push the current profile-password key + fingerprint down to the sender and receiver so
// audio is encrypted/decrypted with it. Cheap when the password hasn't changed.
RecomputeAudioCrypto();
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// Sender does NOT depend on a peer being currently online. As long as the user has ticked
// "Send my audio" AND a capture device, we keep capturing and emitting UDP. If no peer is
// selected, packets just go nowhere; the moment a peer is ticked, packets start flowing.
// Either machine can start first; either machine can disappear and reappear; nothing
// teardowns. UDP doesn't care.
//
// No fallback to the system default capture device — if the user hasn't ticked anything,
// we send nothing. Avoids the "wrong source captured silently" failure mode.
var wantReceive = IsReceiveEnabled;
// Note: wantSend is driven by IsSendEnabled alone, NOT by HasCheckedSendDevice. If the
// user has the "send my audio" toggle on but has unticked all devices for a moment
// (typical mid-edit state), we keep the sender RUNNING with empty specs rather than
// tearing it down and rebuilding. The reason: tearing the engine down closes the ASIO
// driver, and Audient's driver (plus a couple of others) hangs for ~5 seconds when
// closed and reopened in quick succession, which freezes RemSound and previously took
// the laptop process down with it. Empty specs are handled gracefully — MixingEngine
// keeps its mix task running over zero sources (produces silence), AsioCaptureBackend
// keeps the driver open with zero active channel pairs (callbacks fire harmlessly).
// The sender only actually stops when the user toggles off "send my audio" itself.
var wantSend = IsSendEnabled;
try
{
// Single-port model: the receiver's listener socket is bound at Connect time and
// stays bound for the connection's lifetime (so heartbeats keep flowing regardless
// of the playback toggle). The "Receive audio" checkbox now only gates playback.
// Push the device list and allow-list before enabling playback, so the very first
// packets after enable have correct routing.
if (wantReceive && !receiver.IsRunning)
{
ApplyReceiveDevices();
PushAllowedReceiveSenders();
receiver.SetPlaybackEnabled(true);
logFile.Event("receiver playback enabled");
}
else if (!wantReceive && receiver.IsRunning)
{
receiver.SetPlaybackEnabled(false);
logFile.Event("receiver playback disabled");
}
if (wantSend && !sender.IsRunning)
{
ApplySendSources();
sender.Start();
logFile.Event($"sender started codec={sender.Codec} sources=[{sender.CaptureDeviceName}] peers=[{string.Join(",", endpoints.Select(e => e.ToString()))}]");
}
else if (wantSend && sender.IsRunning)
{
// Already running — user may have ticked/unticked devices in either list. Push
// the new spec list down; sender restarts the mixer transparently if the set changed.
ApplySendSources();
}
else if (!wantSend && sender.IsRunning)
{
sender.Stop();
logFile.Event("sender stopped");
}
}
catch (Exception ex)
{
AppendLogEntry($"audio runtime error: {ex.Message}");
logFile.Event($"audio runtime error: {ex.Message}");
}
}
/// <summary>
/// Re-arm the audio sender's destination list from the full selected-peer set
/// (<see cref="allSendEndpoints"/>), dropping any endpoint the heartbeat reports as
/// continuously unreachable for longer than <see cref="AudioPruneUnreachableAfter"/>. The
/// heartbeat keeps pinging dropped endpoints (they stay in SetTrackedPeers), so a recovered
/// endpoint is automatically re-added on a later tick. This stops RemSound blasting the full
/// audio stream at a dead address — e.g. a peer hostname resolving to both a live LAN IP and
/// a long-dead Tailscale IP, where half the upload went into a black hole. Called once per
/// second from <see cref="SnapshotLogIfDue"/>; only touches the sender when the armed set
/// actually changes, so it's cheap to run per tick.
/// </summary>
private void RefreshAudioReceivers()
{
if (!connected) return;
var all = allSendEndpoints;
// Decide which selected peers to actually TRANSMIT audio to. We arm only peers that are
// genuinely reachable — anyone whose heartbeat has been Unreachable for longer than
// AudioPruneUnreachableAfter is dropped from the send set, so RemSound never streams audio
// into a dead address. The heartbeat keeps pinging EVERY selected peer regardless (it runs
// off SetTrackedPeers, not this set), so the instant a peer comes back it is re-armed.
//
// Carve-out: a peer we are actively RECEIVING audio from stays armed even if its heartbeat
// reads Unreachable — that covers an asymmetric path where audio flows but the heartbeat
// round-trip doesn't, so a working stream is never cut.
HashSet<string>? dead = null;
if (all.Length > 0 && heartbeatService is { } hb)
{
foreach (var ph in hb.GetAllPeerHealth())
{
if (ph.State == PeerHealthState.Unreachable
&& ph.AgeOfLastPong is { } age
&& age > AudioPruneUnreachableAfter
&& !receiver.IsAudioFlowingFrom(ph.AudioEndpoint.Address, TimeSpan.FromSeconds(3)))
{
(dead ??= new HashSet<string>(StringComparer.OrdinalIgnoreCase))
.Add($"{ph.AudioEndpoint.Address}:{ph.AudioEndpoint.Port}");
}
}
}
var armed = dead is null
? all
: all.Where(ep => !dead.Contains($"{ep.Address}:{ep.Port}")).ToArray();
// There used to be a "never silence EVERY peer" safety net here that re-armed the whole
// set when pruning would leave nobody. Removed 2026-06-12: when NO peer is reachable we
// must send NOTHING, not blast audio at every dead address. Otherwise someone connected to
// a single peer that goes offline keeps uploading the full stream into the void — exactly
// a-singer's issue #8 ("Not connected to any peer ... sending 51.1 kB/s ... sent 2116.5 MB"
// after the only receiver was switched off hours earlier). The heartbeat still probes all
// peers, so the moment one answers again it is re-armed and audio resumes on its own.
var signature = string.Join("|", armed.Select(ep => $"{ep.Address}:{ep.Port}").OrderBy(s => s, StringComparer.OrdinalIgnoreCase));
if (signature == activeAudioReceiverSignature) return;
activeAudioReceiverSignature = signature;
sender.SetReceivers(armed);
var pruned = all.Length - armed.Length;
if (armed.Length == 0)
{
logFile.Event($"audio receivers updated: 0 active — no reachable peer, not sending (heartbeat still probing {all.Length})");
}
else if (pruned > 0)
{
logFile.Event($"audio receivers updated: {armed.Length} active, {pruned} pruned (unreachable >{AudioPruneUnreachableAfter.TotalSeconds:0}s); heartbeat still probing all");
}
else
{
logFile.Event($"audio receivers updated: {armed.Length} active");
}
}
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private bool HasCheckedSendDevice() =>
sendOutputDevicesList.CheckedItems.OfType<AudioDeviceChoice>().Any(c => c.DeviceId is not null)
|| sendInputDevicesList.CheckedItems.OfType<AudioDeviceChoice>().Any(c => c.DeviceId is not null)
|| asioSendDevicesList.CheckedItems.OfType<AudioDeviceChoice>().Any(c => c.DeviceId is not null);
private void ApplySendSources()
{
// Build the unified spec list from all three send-side lists. The CompositeCaptureBackend
// splits this set internally into WASAPI specs (sent to MixingEngine) and ASIO specs
// (sent to AsioCaptureBackend). Both run in parallel and their outputs are summed.
var specs = new List<CaptureSourceSpec>();
foreach (var item in sendOutputDevicesList.CheckedItems.OfType<AudioDeviceChoice>())
{
if (item.DeviceId is { } id) specs.Add(new CaptureSourceSpec(id, CaptureKind.Loopback, item.Name));
}
foreach (var item in sendInputDevicesList.CheckedItems.OfType<AudioDeviceChoice>())
{
if (item.DeviceId is { } id) specs.Add(new CaptureSourceSpec(id, CaptureKind.Input, item.Name));
}
foreach (var item in asioSendDevicesList.CheckedItems.OfType<AudioDeviceChoice>())
{
// ASIO channels have no Loopback/Input distinction — Kind is irrelevant for ASIO
// (AsioDeviceId.TryParse routes by id format, not by Kind). Use Input for symmetry.
if (item.DeviceId is { } id) specs.Add(new CaptureSourceSpec(id, CaptureKind.Input, item.Name));
}
sender.Configure(specs);
// Tell the auto-tune to ignore the next tick AND throw away the rolling window — newly-
// added captures take a moment to fill their first ring buffer, and that initial-fill
// jitter shouldn't bias the recommendation. The window-clear is the load-bearing piece;
// without it a single big-gap entry keeps the recommendation pinned for ~30 s.
InvalidateAutoTuneHistory();
}
// ===================== Devices =====================
private void LoadAudioDevices()
{
try
{
var outputs = AudioDeviceCatalog.LoadOutputs();
var inputs = AudioDeviceCatalog.LoadInputs();
// All three lists start UNCHECKED every session. No persisted selection — by design.
// The user re-ticks once per session, avoiding the "wrong-device-still-selected"
// failure mode after a card unplug or ID change.
sendOutputDevicesSignature = SyncDeviceCheckedListBox(sendOutputDevicesList, outputs);
sendInputDevicesSignature = SyncDeviceCheckedListBox(sendInputDevicesList, inputs);
receiveOutputDevicesSignature = SyncDeviceCheckedListBox(receiveOutputDevicesList, outputs);
// Ground-truth log so we can definitively see the device list and initial check state
// each launch — diagnoses any "device was checked at startup" mystery.
var outputList = string.Join(", ", outputs.Select(d => $"\"{d.Name}\""));
var inputList = string.Join(", ", inputs.Select(d => $"\"{d.Name}\""));
logFile.Event($"device load: {outputs.Count} active render devices [{outputList}]; {inputs.Count} active capture devices [{inputList}]; all lists initial check state: unchecked");
}
catch (Exception ex)
{
AppendLogEntry($"could not enumerate devices: {ex.Message}");
}
}
/// <summary>
/// Called (on a COM thread) by <see cref="deviceChangeNotifier"/> whenever Windows reports an
/// audio endpoint change. Marshals to the UI thread and (re)starts the debounce timer, so a
/// burst of add / remove / default-changed callbacks collapses into a single refresh.
/// </summary>
private void OnAudioEndpointsChanged()
{
if (IsDisposed) return;
logFile.Event("device-event: Windows reported an audio endpoint change (refresh queued)");
try
{
BeginInvoke(new Action(() =>
{
if (IsDisposed) return;
deviceRefreshTimer.Stop();
deviceRefreshTimer.Start();
}));
}
catch { /* handle gone / form closing — nothing to refresh */ }
}
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/// <summary>
/// Re-enumerates active audio endpoints and rebuilds any list whose set of devices changed.
/// As of v3.4 this is driven by <see cref="deviceChangeNotifier"/> (Windows endpoint-change
/// notifications), debounced through <see cref="deviceRefreshTimer"/>, rather than polled — so
/// it runs only when the device set actually changes. Each list is rebuilt only when its
/// (id, name) signature changes — the no-op fast path leaves NVDA's focus and the listbox state
/// untouched. Check state is preserved by DeviceId across rebuilds; if a checked device
/// disappeared, the relevant runtime <c>Apply*</c> is called so the engine sees the change.
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/// </summary>
private void RefreshAudioDeviceLists()
{
// WASAPI lists are always populated from the Windows audio device catalogue — they're
// visible regardless of ASIO state. ASIO lists are populated from the chosen driver's
// channel-pair info, but only if ASIO is enabled with a valid driver; otherwise empty.
IReadOnlyList<AudioDeviceChoice> wasapiOutputs;
IReadOnlyList<AudioDeviceChoice> wasapiInputs;
IReadOnlyList<AudioDeviceChoice> asioInputChoices = [];
IReadOnlyList<AudioDeviceChoice> asioOutputChoices = [];
// True if ASIO mode is on AND a driver is configured AND probing it just failed this
// tick. Used to skip the asio list sync below — without this guard, a transient probe
// failure (most commonly during hibernate entry or resume, when the USB stack is being
// torn down or rebuilt) silently clears the user's ASIO tick, and on the next refresh
// when the probe succeeds the list re-populates EMPTY of checks because the tick state
// was lost in the previous clear. Net symptom: receiver-side audio falls silent after
// resume even though all "audio backend re-initialised" log lines look fine.
// 2026-05-22 — traced to a real overnight repro: SNAP at 23:37:33 had ReceiveDevice
// = "ASIO 1/2"; SNAP at 23:37:34 (one second later, mid-hibernate-entry) had "(none)";
// resume at 06:32:06 then opened the audio backend but the asio receive list was empty
// so AsioRenderBackend.SetOutputDevices got an empty pairs list and silently returned
// without opening the AsioOut — the AsioLane sessions queued packets into a ring with
// no consumer (bufMs grew to 970+ ms, TrimDropBytes climbed into the millions).
var asioProbeAttemptedAndFailed = false;
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try
{
wasapiOutputs = AudioDeviceCatalog.LoadOutputs();
wasapiInputs = AudioDeviceCatalog.LoadInputs();
var currentMode = settings.LoadAudioMode();
if (ModeUsesAsio(currentMode) && settings.LoadAsioDriverName() is { } asioDriver && !string.IsNullOrWhiteSpace(asioDriver) && !disabledAsioDrivers.Contains(asioDriver))
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{
var info = GetCachedAsioProbeInfo(asioDriver, out var probeFailed);
if (info is not null)
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{
LogAsioChannelNamesIfChanged(asioDriver, info);
asioInputChoices = BuildAsioChannelPairChoices(asioDriver, info.InputChannelNames);
asioOutputChoices = BuildAsioChannelPairChoices(asioDriver, info.OutputChannelNames);
}
else if (probeFailed)
{
// Probe came back -1/-1 — driver is configured but can't enumerate right
// now. Treat as transient; preserve current list state and try again on
// the next tick. The legitimate "driver is genuinely gone" cases (user
// selected "(none)", or settings.LoadAsioDriverName() returned null/empty)
// take the outer-if's else branch and correctly produce an empty list
// that DOES sync (clearing the UI), so removing a driver from the system
// still wipes the ticks as expected.
asioProbeAttemptedAndFailed = true;
}
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}
}
catch (Exception ex)
{
logFile.Event($"device refresh failed: {ex.GetType().Name}: {ex.Message}");
return;
}
var sendOutputChanged = MaybeSyncList(sendOutputDevicesList, wasapiOutputs, ref sendOutputDevicesSignature);
var sendInputChanged = MaybeSyncList(sendInputDevicesList, wasapiInputs, ref sendInputDevicesSignature);
var receiveOutputChanged = MaybeSyncList(receiveOutputDevicesList, wasapiOutputs, ref receiveOutputDevicesSignature);
bool asioSendChanged;
bool asioReceiveChanged;
if (asioProbeAttemptedAndFailed)
{
// Skip both asio list syncs. Crucially do NOT update the signature fields — leaving
// them unchanged means the NEXT successful probe will still see "signature differs"
// and re-sync the lists with the freshly-probed channel pairs, restoring tick state
// by DeviceId from whatever was preserved in the UI.
asioSendChanged = false;
asioReceiveChanged = false;
}
else
{
asioSendChanged = MaybeSyncList(asioSendDevicesList, asioInputChoices, ref asioSendDevicesSignature);
asioReceiveChanged = MaybeSyncList(asioReceiveOutputDevicesList, asioOutputChoices, ref asioReceiveOutputDevicesSignature);
}
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if (sendOutputChanged || sendInputChanged || asioSendChanged)
{
ApplyAudioRuntime();
}
if (receiveOutputChanged) ReapplyRememberedReceiveOutputs();
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if (receiveOutputChanged || asioReceiveChanged)
{
ApplyReceiveDevices();
}
}
private void ClearAsioProbeCache()
{
cachedAsioProbeDriverName = null;
cachedAsioProbeResult = null;
cachedAsioProbeFailed = false;
}
private AsioDriverProbeResult? GetCachedAsioProbeInfo(string driverName, out bool probeFailed)
{
probeFailed = false;
if (string.Equals(cachedAsioProbeDriverName, driverName, StringComparison.OrdinalIgnoreCase))
{
if (cachedAsioProbeResult is not null) return cachedAsioProbeResult;
if (cachedAsioProbeFailed)
{
probeFailed = true;
return null;
}
}
// Opening some ASIO drivers is not a passive metadata read. On Andre's Realtek
// driver (rthdasio64.dll), every AsioOut construction leaks Event+Mutant handles.
// The 3-second device refresh timer only needs stable channel metadata, so probe
// once per selected driver and reuse the result until the driver changes or resume
// forces a backend refresh.
var info = AsioDeviceProbe.ProbeDriverInfo(driverName);
cachedAsioProbeDriverName = driverName;
if (info.InputChannelCount >= 0 && info.OutputChannelCount >= 0)
{
cachedAsioProbeResult = info;
cachedAsioProbeFailed = false;
return info;
}
cachedAsioProbeResult = null;
cachedAsioProbeFailed = true;
probeFailed = true;
return null;
}
/// <summary>Reads Windows' microphone privacy settings and returns true when desktop apps — or
/// THIS app specifically — are blocked from the mic. When blocked, WASAPI capture still opens but
/// returns pure silence; ASIO bypasses this gate entirely, which is why the same mic can be live
/// in ASIO yet dead here. Checks, in order: the per-user and machine top-level gate and the
/// NonPackaged (all desktop apps) gate; a per-app Deny aimed at this exe under
/// <c>NonPackaged\&lt;exe&gt;</c> (the case the old single-value check missed, where one app is
/// denied while the top-level value still says Allow); and a Group-Policy / MDM force-deny
/// (<c>LetAppsAccessMicrophone=2</c>, which the Settings UI doesn't even show). Best-effort — any
/// failure returns false so a registry hiccup never stops the user enabling their mic.</summary>
private static bool IsMicrophoneBlockedByWindowsPrivacy()
{
try
{
const string consent = @"Software\Microsoft\Windows\CurrentVersion\CapabilityAccessManager\ConsentStore\microphone";
const string nonPackaged = consent + @"\NonPackaged";
return IsConsentDenied(Microsoft.Win32.Registry.CurrentUser, consent)
|| IsConsentDenied(Microsoft.Win32.Registry.CurrentUser, nonPackaged)
|| IsConsentDenied(Microsoft.Win32.Registry.LocalMachine, consent)
|| IsConsentDenied(Microsoft.Win32.Registry.LocalMachine, nonPackaged)
|| IsThisExeDeniedUnderNonPackaged(Microsoft.Win32.Registry.CurrentUser, nonPackaged)
|| IsThisExeDeniedUnderNonPackaged(Microsoft.Win32.Registry.LocalMachine, nonPackaged)
|| IsMicPolicyForceDenied();
}
catch
{
return false;
}
}
private static bool IsConsentDenied(Microsoft.Win32.RegistryKey root, string subKey)
{
using var key = root.OpenSubKey(subKey);
// The ConsentStore "Value" is a REG_SZ "Allow"/"Deny". `as string` yields null for any other
// type or a missing value, so anything that isn't an explicit "Deny" reads as allowed.
return string.Equals(key?.GetValue("Value") as string, "Deny", StringComparison.OrdinalIgnoreCase);
}
/// <summary>True if a per-app override under NonPackaged denies THIS exe specifically (its child
/// key is named by the exe's full path with '\' replaced by '#'). We match by exe filename rather
/// than reconstructing the exact encoding, so a deny on a different app never false-warns us.</summary>
private static bool IsThisExeDeniedUnderNonPackaged(Microsoft.Win32.RegistryKey root, string nonPackagedKey)
{
var exeName = System.IO.Path.GetFileName(Environment.ProcessPath ?? "");
if (string.IsNullOrEmpty(exeName)) return false;
using var key = root.OpenSubKey(nonPackagedKey);
if (key is null) return false;
foreach (var childName in key.GetSubKeyNames())
{
if (childName.IndexOf(exeName, StringComparison.OrdinalIgnoreCase) < 0) continue;
using var child = key.OpenSubKey(childName);
if (string.Equals(child?.GetValue("Value") as string, "Deny", StringComparison.OrdinalIgnoreCase))
return true;
}
return false;
}
/// <summary>True if a Group Policy / MDM rule force-denies microphone access to apps
/// (<c>HKLM\SOFTWARE\Policies\Microsoft\Windows\AppPrivacy\LetAppsAccessMicrophone == 2</c>). This
/// sits below the Settings toggles, so the user can't see or undo it without policy access — and
/// the old check never looked here at all.</summary>
private static bool IsMicPolicyForceDenied()
{
using var key = Microsoft.Win32.Registry.LocalMachine.OpenSubKey(@"SOFTWARE\Policies\Microsoft\Windows\AppPrivacy");
return key?.GetValue("LetAppsAccessMicrophone") is int v && v == 2;
}
/// <summary>One-shot, OK-only message telling the user Windows is blocking desktop-app mic
/// access (so their mic would send silence) and exactly which two toggles to turn on. Shown
/// when they tick a WASAPI mic on while the block is in place.</summary>
private void WarnMicrophoneBlockedByWindowsPrivacy()
{
ForegroundDialog.Show(owner => MessageBox.Show(owner,
"Windows is currently blocking desktop apps from using your microphone, so RemSound can "
+ "switch the mic on but will only send silence - the people you're connected to won't "
+ "hear you.\n\n"
+ "To fix it, open Windows Settings, go to Privacy & security, then Microphone, and turn "
+ "ON both of these:\n\n"
+ " - Microphone access\n"
+ " - Let desktop apps access your microphone\n\n"
+ "Then your mic will work. This doesn't affect sound you receive - only sending your "
+ "own microphone.",
"Windows is blocking your microphone",
MessageBoxButtons.OK, MessageBoxIcon.Warning));
}
/// <summary>On profile load, if a WASAPI microphone is already ticked but Windows is blocking
/// desktop-app mic access, show the warning once — the per-tick warning only fires on a fresh
/// tick, so this covers a profile that loads with the mic already on. Same OK-only message.</summary>
private void MaybeWarnMicBlockedOnStartup()
{
if (IsDisposed) return;
var blocked = IsMicrophoneBlockedByWindowsPrivacy();
var anyWasapiMicChecked = false;
for (var i = 0; i < sendInputDevicesList.Items.Count; i++)
{
if (sendInputDevicesList.GetItemChecked(i)) { anyWasapiMicChecked = true; break; }
}
// Log the detector's verdict every startup so a silent-mic session is no longer ambiguous —
// we can see whether RemSound thought Windows was blocking the mic, not just whether it warned.
logFile.Event($"mic-privacy: windows-blocks-desktop-mic={blocked} wasapiMicTicked={anyWasapiMicChecked}");
if (blocked && anyWasapiMicChecked) WarnMicrophoneBlockedByWindowsPrivacy();
}
/// <summary>
/// On startup, if a Realtek ASIO driver is installed and we haven't already disabled it or
/// shown the warning, offer (once) to disable it — Realtek's ASIO driver leaks OS handles on
/// every open. "Yes" adds it to the global never-touch list; "No" is remembered so we don't nag.
/// Shown from the Shown handler so the TaskDialog has a visible owner window.
/// </summary>
private void MaybeWarnAboutRealtekAsio()
{
if (realtekAsioDriverNames.Count == 0) return;
var cfg = AppConfig.Load();
var changed = false;
foreach (var driver in realtekAsioDriverNames)
{
if (cfg.IsAsioDriverDisabled(driver)) continue; // already disabled
if (cfg.HasWarnedAboutAsioDriver(driver)) continue; // already asked; user kept it
var disable = ShowRealtekAsioWarning(driver);
cfg.MarkAsioDriverWarned(driver);
changed = true;
if (disable)
{
cfg.SetAsioDriverDisabled(driver, true);
disabledAsioDrivers.Add(driver);
RemoveDisabledDriverFromPicker(driver);
logFile.Event($"realtek asio disabled in RemSound via startup warning: \"{driver}\"");
}
else
{
logFile.Event($"realtek asio kept (user declined disable): \"{driver}\"");
}
}
if (changed)
{
try { cfg.Save(); } catch { /* best-effort */ }
UpdateRealtekAsioMenuItemText();
}
}
private bool ShowRealtekAsioWarning(string driver)
{
var page = new TaskDialogPage
{
Caption = "RemSound — ASIO driver warning",
Heading = "A Realtek ASIO driver was detected",
Text = $"RemSound has detected you have a Realtek ASIO driver installed (\"{driver}\").\n\n"
+ "This driver is known to cause compatibility issues with ASIO software, including "
+ "RemSound — it leaks system resources and can make audio unstable.\n\n"
+ "Would you like to disable it in RemSound? RemSound will then never touch this "
+ "driver.\n\n"
+ "Whichever you choose now, you can change it at any time: the Options menu has an "
+ "\"Enable / Disable Realtek ASIO driver\" item that turns this driver on or off for "
+ "RemSound whenever you like.",
Icon = TaskDialogIcon.Warning,
};
var yes = new TaskDialogButton("&Yes, disable it (recommended)");
var no = new TaskDialogButton("&No, keep using it");
page.Buttons.Add(yes);
page.Buttons.Add(no);
page.DefaultButton = yes;
return ForegroundDialog.Show(owner => TaskDialog.ShowDialog(owner, page)) == yes;
}
/// <summary>Options-menu handler: flip every installed Realtek ASIO driver between disabled and
/// enabled in RemSound. If any are currently disabled, the action re-enables them all; otherwise
/// it disables them all.</summary>
private void ToggleRealtekAsio()
{
if (realtekAsioDriverNames.Count == 0) return;
var anyDisabled = realtekAsioDriverNames.Exists(d => disabledAsioDrivers.Contains(d));
var disable = !anyDisabled;
var cfg = AppConfig.Load();
foreach (var driver in realtekAsioDriverNames)
{
cfg.SetAsioDriverDisabled(driver, disable);
cfg.MarkAsioDriverWarned(driver);
if (disable)
{
disabledAsioDrivers.Add(driver);
RemoveDisabledDriverFromPicker(driver);
}
else
{
disabledAsioDrivers.Remove(driver);
AddDriverToPickerIfMissing(driver);
}
}
try { cfg.Save(); } catch { /* best-effort */ }
UpdateRealtekAsioMenuItemText();
logFile.Event($"realtek asio {(disable ? "disabled" : "enabled")} in RemSound via Options menu: [{string.Join(", ", realtekAsioDriverNames)}]");
}
private void UpdateRealtekAsioMenuItemText()
{
if (realtekAsioToggleItem is null || realtekAsioDriverNames.Count == 0) return;
var anyDisabled = realtekAsioDriverNames.Exists(d => disabledAsioDrivers.Contains(d));
// Set BOTH the visible Text (with the mnemonic) and the AccessibleName (no mnemonic) to the
// same Enable/Disable wording, so the screen reader reads exactly what's shown — never "Toggle".
realtekAsioToggleItem.Text = anyDisabled
? "&Enable Realtek ASIO driver in RemSound"
: "&Disable Realtek ASIO driver in RemSound";
realtekAsioToggleItem.AccessibleName = anyDisabled
? "Enable Realtek ASIO driver in RemSound"
: "Disable Realtek ASIO driver in RemSound";
}
private void RemoveDisabledDriverFromPicker(string driver)
{
var idx = asioDriverBox.Items.IndexOf(driver);
if (idx < 0) return;
var wasSelected = string.Equals(asioDriverBox.SelectedItem as string, driver, StringComparison.OrdinalIgnoreCase);
asioDriverBox.Items.RemoveAt(idx);
if (wasSelected)
{
asioDriverBox.SelectedIndex = 0; // "(none)" — back to WASAPI-only
settings.SaveAsioDriverName(null);
ClearAsioProbeCache();
}
}
private void AddDriverToPickerIfMissing(string driver)
{
if (!asioDriverBox.Items.Contains(driver)) asioDriverBox.Items.Add(driver);
}
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/// <summary>
/// Builds <see cref="AudioDeviceChoice"/> entries for ASIO channel pairs (stereo) using the
/// driver's own per-channel names, prefixed with the driver name. The
/// <see cref="AudioDeviceChoice.DeviceId"/> uses the synthetic <c>"asio:&lt;pair&gt;"</c>
/// format that <see cref="AsioCaptureBackend"/> and <see cref="AsioRenderBackend"/> parse.
///
/// Label format: <c>"&lt;driverName&gt; — Pair N (channels A/B): &lt;lname&gt; / &lt;rname&gt;"</c>.
/// Driver name first so NVDA announces "Audient EVO 8 — …" up front and there's no
/// ambiguity about which card's channels you're picking. Pair number gives anchor context
/// when the per-channel names are terse. If the left and right names share a common stem
/// ending in L/R or 1/2 we collapse them ("Main Output L"/"Main Output R" → "Main Output L/R").
/// </summary>
private static IReadOnlyList<AudioDeviceChoice> BuildAsioChannelPairChoices(string driverName, IReadOnlyList<string> channelNames)
{
var pairCount = channelNames.Count / 2;
var choices = new List<AudioDeviceChoice>(pairCount);
for (var i = 0; i < pairCount; i++)
{
var lName = channelNames[i * 2];
var rName = channelNames[i * 2 + 1];
var combined = TryCollapsePairLabel(lName, rName) ?? $"{lName} / {rName}";
var label = $"{driverName} — Pair {i + 1} (channels {i * 2 + 1}/{i * 2 + 2}): {combined}";
choices.Add(new AudioDeviceChoice(label, AsioDeviceId.Format(i), CaptureKind.Loopback));
}
return choices;
}
/// <summary>
/// Try to collapse "Main Output L" / "Main Output R" → "Main Output L/R", and similar
/// patterns ending in "1"/"2" or "Left"/"Right". Returns null if the names don't share a
/// common stem we can collapse cleanly — caller falls back to "Left / Right" form.
/// </summary>
private static string? TryCollapsePairLabel(string left, string right)
{
if (string.Equals(left, right, StringComparison.Ordinal)) return left;
// Walk back from the end to find the divergence point — if the only difference is the
// last character (and it's a known L/R pattern), collapse. Otherwise null.
var commonLen = 0;
var min = Math.Min(left.Length, right.Length);
while (commonLen < min && left[commonLen] == right[commonLen]) commonLen++;
if (commonLen == 0) return null;
var stem = left[..commonLen].TrimEnd();
var ldiff = left[commonLen..];
var rdiff = right[commonLen..];
if ((ldiff == "L" && rdiff == "R") || (ldiff == "1" && rdiff == "2") ||
(ldiff == "Left" && rdiff == "Right") || (ldiff == "left" && rdiff == "right"))
{
return $"{stem} {ldiff}/{rdiff}";
}
return null;
}
private string lastLoggedAsioChannelSignature = string.Empty;
/// <summary>
/// Logs ASIO channel names once (and re-logs if they change because the driver was swapped).
/// Helpful for diagnosing "the names don't look like the WASAPI ones" issues — we can see
/// exactly what the ASIO driver is reporting and decide if our label-building is at fault
/// or the driver is just terse.
/// </summary>
private void LogAsioChannelNamesIfChanged(string driverName, AsioDriverProbeResult info)
{
var sig = $"{driverName}|in:{string.Join(",", info.InputChannelNames)}|out:{string.Join(",", info.OutputChannelNames)}";
if (sig == lastLoggedAsioChannelSignature) return;
lastLoggedAsioChannelSignature = sig;
logFile.Event($"asio channel names for \"{driverName}\": inputs=[{string.Join(", ", info.InputChannelNames.Select(n => $"\"{n}\""))}] outputs=[{string.Join(", ", info.OutputChannelNames.Select(n => $"\"{n}\""))}]");
}
/// <summary>
/// Sync wrapper around <see cref="SyncDeviceCheckedListBox"/> that compares against the
/// stored signature and only rebuilds on change. Returns true when the list was rebuilt.
/// </summary>
private bool MaybeSyncList(CheckedListBox list, IReadOnlyList<AudioDeviceChoice> devices, ref string lastSignature)
{
var signature = ComputeDeviceSignature(devices);
if (signature == lastSignature) return false;
SyncDeviceCheckedListBox(list, devices);
lastSignature = signature;
return true;
}
/// <summary>
/// Rebuilds the list of devices in a CheckedListBox, preserving check state by DeviceId
/// and SelectedIndex by DeviceId where possible. Returns the (newly-computed) signature
/// of the device set so callers can stash it. Suppresses the per-item ItemCheck handler
/// during the rebuild so existing handlers don't fire spuriously while we re-add items.
/// </summary>
private string SyncDeviceCheckedListBox(CheckedListBox list, IReadOnlyList<AudioDeviceChoice> devices)
{
var signature = ComputeDeviceSignature(devices);
var checkedIds = new HashSet<string>(
list.CheckedItems.OfType<AudioDeviceChoice>().Where(c => c.DeviceId is not null).Select(c => c.DeviceId!),
StringComparer.OrdinalIgnoreCase);
var selectedId = (list.SelectedItem as AudioDeviceChoice)?.DeviceId;
suppressDeviceCheckChange = true;
try
{
list.BeginUpdate();
list.Items.Clear();
var idx = -1;
for (var i = 0; i < devices.Count; i++)
{
var d = devices[i];
var isChecked = d.DeviceId is not null && checkedIds.Contains(d.DeviceId);
list.Items.Add(d, isChecked);
if (selectedId is not null && d.DeviceId == selectedId) idx = i;
}
if (idx >= 0) list.SelectedIndex = idx;
list.EndUpdate();
}
finally
{
suppressDeviceCheckChange = false;
}
return signature;
}
private static string ComputeDeviceSignature(IReadOnlyList<AudioDeviceChoice> devices) =>
string.Join(";", devices.Select(d => $"{d.DeviceId}|{d.Name}"));
private void ApplyReceiveDevices()
{
// Combine WASAPI device-ids and ASIO synthetic-ids into one list. The
// CompositeRenderBackend splits them internally and feeds each child the right subset.
var ids = new List<string>();
foreach (var c in receiveOutputDevicesList.CheckedItems.OfType<AudioDeviceChoice>())
{
if (!string.IsNullOrEmpty(c.DeviceId)) ids.Add(c.DeviceId);
}
foreach (var c in asioReceiveOutputDevicesList.CheckedItems.OfType<AudioDeviceChoice>())
{
if (!string.IsNullOrEmpty(c.DeviceId)) ids.Add(c.DeviceId);
}
receiver.SetOutputDevices(ids);
}
/// <summary>A receive-output card that was unplugged drops out of the WASAPI list (and its tick
/// with it). When it returns, re-tick it from <see cref="rememberedReceiveOutputIds"/> so audio
/// resumes automatically (issue #5). Only RE-ticks present-but-unticked remembered devices; it
/// never unticks — that's a deliberate user action handled in the ItemCheck handler. Receive-only
/// on purpose: the send lists keep their "re-tick each session" behaviour (see AudioDeviceCatalog).</summary>
private void ReapplyRememberedReceiveOutputs()
{
if (rememberedReceiveOutputIds.Count == 0) return;
var changed = false;
suppressDeviceCheckChange = true;
try
{
for (var i = 0; i < receiveOutputDevicesList.Items.Count; i++)
{
if (receiveOutputDevicesList.Items[i] is not AudioDeviceChoice c || c.DeviceId is null) continue;
if (rememberedReceiveOutputIds.Contains(c.DeviceId) && !receiveOutputDevicesList.GetItemChecked(i))
{
receiveOutputDevicesList.SetItemChecked(i, true);
changed = true;
}
}
}
finally { suppressDeviceCheckChange = false; }
if (changed) logFile.Event("receive output: re-ticked a returning device from the remembered selection");
}
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/// <summary>
/// Applies the audio-backend mode derived from the current ASIO driver choice. Two effective
/// modes after the 2026-05-11 cleanup:
/// * WasapiOnly: no ASIO driver selected. WASAPI lists shown, ASIO lists hidden,
/// fast path active.
/// * BothIndependent: an ASIO driver is selected. All five lists shown; WASAPI and ASIO
/// run as two parallel lanes each at their own native latency.
/// On every call, list visibility is refreshed and any ticks in now-hidden lists are wiped
/// so they don't contribute ghost specs to the next ApplyAudioRuntime push.
/// </summary>
/// <summary>True if this audio-mode runs an ASIO backend. BothIndependent does; WasapiOnly
/// does not. The legacy AudioMode.Both and AudioMode.AsioOnly values can only arrive here
/// from an old persisted profile JSON; they're treated as ASIO-using so deserialisation
/// stays graceful but no UI path can produce them any more.</summary>
private static bool ModeUsesAsio(AudioMode mode) =>
mode == AudioMode.AsioOnly || mode == AudioMode.Both || mode == AudioMode.BothIndependent;
// ===================== BothIndependent companion controls =====================
//
// The ASIO-lane latency row created in BuildAudioReceiveGroupContents. These four refs
// live at class scope so UpdateBothIndependentVisibility can hide/show the row whenever
// the audio mode changes, and so WireBothIndependentControls can attach event handlers
// once the form is built.
private Label? asioLatencyLabel;
private Label? wasapiLatencyLabel;
private FlowLayoutPanel? asioDelayContainer;
/// <summary>
/// Attaches the ValueChanged / CheckedChanged handlers for the ASIO-lane companion
/// controls. Called once from BuildAudioReceiveGroupContents after both rows exist.
/// </summary>
private void WireBothIndependentControls()
{
// ASIO latency spinner. Persists to settings + pushes to the receiver's per-route
// setter so the audio thread sees the new target on the next Read. Soft-set on the
// receiver (no drain) — drift correction will shrink the buffer naturally on a
// lower; raising is silent by definition.
maxLatencyAsioBox.ValueChanged += (_, _) =>
{
var value = (int)maxLatencyAsioBox.Value;
var fromAutoTune = suppressUserAsioSliderMoveTracking;
if (!fromAutoTune)
{
lastUserAsioSliderMoveUtc = DateTime.UtcNow;
// When auto-tune is on, the slider value is runtime state (auto-tune will
// overwrite it). Don't dirty the profile for those changes — matches the
// user's mental model of "auto-tune on = latency is automatic, not saved".
if (!settings.LoadContinuousAutoTuneAsioEnabled()) MarkProfileDirty();
}
settings.SaveMaxLatencyMsAsio(value);
// Soft path on auto-tune (no drain, drift corrector handles the lower); hard
// path on a user-initiated change (immediate, responsive).
if (fromAutoTune)
{
receiver.SetMaxLatencyMsSoftFor(RenderRoute.AsioLane, value);
}
else
{
receiver.SetMaxLatencyMsFor(RenderRoute.AsioLane, value);
}
};
continuousTuneAsioBox.CheckedChanged += (_, _) =>
{
settings.SaveContinuousAutoTuneAsioEnabled(continuousTuneAsioBox.Checked);
// The interval combo is shared between both lanes — keep it enabled whenever
// either lane's auto-tune is on. Without this, ticking ASIO auto-tune (in
// BothIndependent) left the interval combo greyed out and made the recheck
// cadence invisible to the user even though it was actively in effect.
continuousIntervalBox.Enabled = AnyAutoTuneEnabled();
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ApplyContinuousTuneTimer();
MarkProfileDirty();
};
// Push initial value to the receiver so the per-route state matches the persisted
// slider value even before any audio flows.
receiver.SetMaxLatencyMsSoftFor(RenderRoute.AsioLane, (int)maxLatencyAsioBox.Value);
}
/// <summary>
/// Toggles visibility of the BothIndependent-only ASIO row and rewrites the WASAPI row's
/// labels and mnemonics based on the current audio mode. In classic modes the WASAPI row
/// reverts to its legacy "Audio latency (Alt+L)" / "Continuous auto-tune latency (Alt+T)"
/// shape and the ASIO row is hidden. In BothIndependent the ASIO row is shown above the
/// WASAPI row (first in tab order) and the WASAPI row's labels become "WASAPI latency
/// (Alt+W)" / "Continuous auto-tune WASAPI (Alt+Y)" so the two sets of mnemonics don't
/// collide. Idempotent — call from anywhere the audio mode might have changed.
/// </summary>
private void UpdateBothIndependentVisibility()
{
if (asioLatencyLabel is null || wasapiLatencyLabel is null || asioDelayContainer is null) return;
var inBothIndependent = settings.LoadAudioMode() == AudioMode.BothIndependent;
asioLatencyLabel.Visible = inBothIndependent;
asioDelayContainer.Visible = inBothIndependent;
maxLatencyAsioBox.Visible = inBothIndependent;
continuousTuneAsioBox.Visible = inBothIndependent;
// Mode change may have changed which auto-tune flags count toward "any enabled":
// leaving BothIndependent drops the ASIO lane's checkbox from consideration, and
// entering it brings it back. Re-evaluate so the shared interval combo's Enabled
// state tracks reality after every mode flip.
continuousIntervalBox.Enabled = AnyAutoTuneEnabled();
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if (inBothIndependent)
{
wasapiLatencyLabel.Text = "WASAPI latency in milliseconds (Alt+&W)";
maxLatencyBox.AccessibleName = "WASAPI latency in milliseconds (Alt+W)";
continuousTuneBox.Text = "Continuous auto-tune WASAPI latency (Alt+&Y)";
continuousTuneBox.AccessibleName = "Continuous auto-tune WASAPI latency";
// The interval combo drives ticks for BOTH lanes' auto-tunes — each lane
// independently lands wherever its own algorithm decides (40 ms WASAPI / 20 ms
// ASIO is fine), but the cadence dropdown is shared. Make that explicit in the
// label so a user looking at the WASAPI row doesn't assume the interval only
// applies there.
if (continuousIntervalLabel is not null)
{
continuousIntervalLabel.Text = "Auto-tune interval — WASAPI and ASIO (Alt+&I)";
}
continuousIntervalBox.AccessibleName = "Auto-tune interval for WASAPI and ASIO (Alt+I)";
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}
else
{
wasapiLatencyLabel.Text = "Audio latency in milliseconds (Alt+&L)";
maxLatencyBox.AccessibleName = "Audio latency in milliseconds (Alt+L)";
continuousTuneBox.Text = "Continuous auto-tune latency (Alt+&T)";
continuousTuneBox.AccessibleName = "Continuous auto-tune latency";
// Classic mode — single lane, original label is unambiguous.
if (continuousIntervalLabel is not null)
{
continuousIntervalLabel.Text = "Auto-tune latency interval (Alt+&I)";
}
continuousIntervalBox.AccessibleName = "Auto-tune latency interval (Alt+I)";
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}
}
// Tracks the last time the user moved the ASIO slider — auto-tune defers tuning for one
// tick afterward so the user's deliberate change isn't immediately overridden. Parallels
// lastUserSliderMoveUtc which serves the same role for the WASAPI / classic slider.
private DateTime lastUserAsioSliderMoveUtc = DateTime.MinValue;
/// <summary>True if this audio-mode runs a WASAPI backend. Today only AsioOnly excludes
/// it; everything else (WasapiOnly, BothIndependent, the legacy Both) shows the WASAPI
/// device lists. Kept as a predicate so a future mode addition just needs to update the
/// expression rather than every call site.</summary>
private static bool ModeUsesWasapi(AudioMode mode) => mode != AudioMode.AsioOnly;
// ModeFromListIndex / ListIndexFromMode retired 2026-05-11 — there is no audio-mode
// listbox any more, so there are no indices to translate. The audio mode is derived
// directly from settings.LoadAudioMode(), which itself reads back the ASIO driver name
// ("none" → WasapiOnly, anything else → BothIndependent).
private void ApplyAsioMode()
{
var requestedMode = settings.LoadAudioMode();
var driver = settings.LoadAsioDriverName();
var resolvedMode = requestedMode;
// Sanity: an ASIO mode without a driver demotes to WasapiOnly. Should be unreachable
// through normal UI flow (the listbox is disabled when there are no drivers).
if (ModeUsesAsio(requestedMode) && string.IsNullOrWhiteSpace(driver))
{
resolvedMode = AudioMode.WasapiOnly;
}
var asioDriverArg = ModeUsesAsio(resolvedMode) ? driver : null;
try
{
sender.SetAudioMode(resolvedMode, asioDriverArg);
receiver.SetAudioMode(resolvedMode, asioDriverArg);
logFile.Event(resolvedMode == AudioMode.WasapiOnly
? "audio backend: WASAPI only (fast path)"
: $"audio backend: WASAPI + ASIO driver \"{asioDriverArg}\" (independent lanes, no mix)");
}
catch (Exception ex)
{
logFile.Event($"backend switch failed: {ex.GetType().Name}: {ex.Message}");
}
// List visibility per mode. BothIndependent shows both WASAPI and ASIO lists — user
// needs to assign devices to each lane. WasapiOnly hides the ASIO lists.
var wasapiListsVisible = ModeUsesWasapi(resolvedMode);
var asioListsVisible = ModeUsesAsio(resolvedMode);
// Driver picker stays visible whenever at least one ASIO driver is installed — that
// way the user can turn ASIO on (by picking a driver) or off (by selecting "(none)")
// without it disappearing on them. BuildAudioIOTab already omits the picker entirely
// on machines with zero ASIO drivers (hasAnyAsioDriverInstalled false), in which case
// both the listbox and its label are null-or-hidden and these lines are no-ops.
asioDriverBox.Visible = hasAnyAsioDriverInstalled;
if (asioDriverLabel is not null) asioDriverLabel.Visible = hasAnyAsioDriverInstalled;
receiveOutputDevicesList.Visible = wasapiListsVisible;
receiveOutputDevicesStatusLabel.Visible = wasapiListsVisible;
if (receiveOutputDevicesLabel is not null) receiveOutputDevicesLabel.Visible = wasapiListsVisible;
sendOutputDevicesList.Visible = wasapiListsVisible;
sendOutputDevicesStatusLabel.Visible = wasapiListsVisible;
if (sendOutputDevicesLabel is not null) sendOutputDevicesLabel.Visible = wasapiListsVisible;
sendInputDevicesList.Visible = wasapiListsVisible;
sendInputDevicesStatusLabel.Visible = wasapiListsVisible;
if (sendInputDevicesLabel is not null) sendInputDevicesLabel.Visible = wasapiListsVisible;
asioReceiveOutputDevicesList.Visible = asioListsVisible;
asioReceiveOutputDevicesStatusLabel.Visible = asioListsVisible;
if (asioReceiveOutputDevicesLabel is not null) asioReceiveOutputDevicesLabel.Visible = asioListsVisible;
asioSendDevicesList.Visible = asioListsVisible;
asioSendDevicesStatusLabel.Visible = asioListsVisible;
if (asioSendDevicesLabel is not null) asioSendDevicesLabel.Visible = asioListsVisible;
// Force list refresh — ASIO list content depends on which driver is loaded.
asioSendDevicesSignature = string.Empty;
asioReceiveOutputDevicesSignature = string.Empty;
RefreshAudioDeviceLists();
// Clear ticks in hidden lists so they don't contribute ghost specs. Track whether we
// actually wiped anything for the log line; the re-apply below runs unconditionally
// because the new backend instance has no source/output state regardless.
var wipedSomething = false;
try
{
suppressDeviceCheckChange = true;
if (!wasapiListsVisible)
{
for (var i = 0; i < receiveOutputDevicesList.Items.Count; i++)
if (receiveOutputDevicesList.GetItemChecked(i)) { receiveOutputDevicesList.SetItemChecked(i, false); wipedSomething = true; }
for (var i = 0; i < sendOutputDevicesList.Items.Count; i++)
if (sendOutputDevicesList.GetItemChecked(i)) { sendOutputDevicesList.SetItemChecked(i, false); wipedSomething = true; }
for (var i = 0; i < sendInputDevicesList.Items.Count; i++)
if (sendInputDevicesList.GetItemChecked(i)) { sendInputDevicesList.SetItemChecked(i, false); wipedSomething = true; }
}
if (!asioListsVisible)
{
for (var i = 0; i < asioSendDevicesList.Items.Count; i++)
if (asioSendDevicesList.GetItemChecked(i)) { asioSendDevicesList.SetItemChecked(i, false); wipedSomething = true; }
for (var i = 0; i < asioReceiveOutputDevicesList.Items.Count; i++)
if (asioReceiveOutputDevicesList.GetItemChecked(i)) { asioReceiveOutputDevicesList.SetItemChecked(i, false); wipedSomething = true; }
}
}
finally { suppressDeviceCheckChange = false; }
// Always re-apply send sources and receive outputs after a mode change. The new
// composite instance was built fresh — even if no ticks got wiped (e.g. WasapiOnly →
// Both, where existing WASAPI ticks survive), the new backend has empty internal state
// and needs the current spec/device list pushed to it. Without this, a user mid-session
// who picks a different audio mode would silently lose their receive output and have
// to re-tick to get audio back.
ApplyAudioRuntime();
ApplyReceiveDevices();
if (wipedSomething) logFile.Event($"audio mode change wiped now-hidden device ticks");
}
/// <summary>
/// Unchecks every input and output on every soundcard — WASAPI and ASIO, send and receive —
/// in a single press. Idempotent: it only ever clears ticks, so pressing it again when things
/// are already unchecked is a harmless no-op. Provided because the device lists can run long
/// enough that it's hard to remember what's selected; this is the quick "start from nothing".
/// Suppresses the per-item ItemCheck handler during the sweep, then applies the now-empty
/// selection once so audio actually stops, marks the profile dirty, and resets the status
/// labels so a screen reader hears the cleared state.
/// </summary>
private void UncheckAllDevices()
{
var lists = new[]
{
receiveOutputDevicesList, asioReceiveOutputDevicesList,
sendOutputDevicesList, sendInputDevicesList, asioSendDevicesList,
};
try
{
suppressDeviceCheckChange = true;
foreach (var list in lists)
for (var i = 0; i < list.Items.Count; i++)
if (list.GetItemChecked(i)) list.SetItemChecked(i, false);
}
finally { suppressDeviceCheckChange = false; }
// Also reset the ASIO driver to "(none)" (row 0): the button now does a full reset to a
// clean WASAPI-only, nothing-selected state. Setting the index fires the driver-change
// handler, which saves the change and rebuilds the engine in WASAPI-only mode.
if (asioDriverBox.SelectedIndex > 0) asioDriverBox.SelectedIndex = 0;
ApplyAudioRuntime();
ApplyReceiveDevices();
MarkProfileDirty();
receiveOutputDevicesStatusLabel.Text = "No output device selected.";
sendOutputDevicesStatusLabel.Text = "No output device selected.";
sendInputDevicesStatusLabel.Text = "No input device selected.";
asioReceiveOutputDevicesStatusLabel.Text = "No ASIO receive channel selected.";
asioSendDevicesStatusLabel.Text = "No ASIO send channel selected.";
logFile.Event("user pressed 'Uncheck all inputs and outputs on all soundcards'");
}
/// <summary>
/// Called by <see cref="PowerResumeHandler"/> on a background thread after the system has
/// woken from sleep / hibernate (plus a short USB-settle delay). Marshals onto the UI
/// thread and runs the audio-backend re-init. Swallows the form-already-torn-down race —
/// the handler can fire just as the app is being closed.
/// </summary>
private void OnSystemResume()
{
try
{
if (IsDisposed) return;
BeginInvoke(ReinitAudioBackendsForResume);
}
catch (ObjectDisposedException) { /* form torn down — nothing to do */ }
catch (InvalidOperationException) { /* handle not created yet — same */ }
}
/// <summary>
/// Runs on the UI thread. Closes and reopens the audio backend on both sides (receiver
/// render and sender capture) so any post-sleep wedged state in the USB audio drivers is
/// cleared. Shows the audio-driver splash on its own thread while the reset happens, so
/// the user sees "Reconnecting to audio driver…" instead of a frozen window.
///
/// Implementation note: the receiver's <see cref="RemSound.Receiver.AudioReceiver.SetAudioMode"/>
/// always tears down and rebuilds its render backend, which is exactly the reset we
/// want. The sender's <see cref="RemSound.Sender.AudioSender.SetAudioMode"/> persists
/// its ASIO driver across same-driver calls (to avoid an expensive reopen on every
/// device-tick change) — so we explicitly bounce the sender through <c>WasapiOnly</c>
/// first to force the ASIO driver to be disposed, then <see cref="ApplyAsioMode"/>
/// puts both sides back to the real configuration. The net effect is a full close-and-
/// reopen on both sides; same code path as a manual driver re-pick from the picker.
/// </summary>
private void ReinitAudioBackendsForResume()
{
if (IsDisposed) return;
var mode = settings.LoadAudioMode();
var driver = settings.LoadAsioDriverName();
logFile.Event($"power: re-initialising audio backend after system resume (mode={mode}, driver={driver ?? "(none)"})");
var splash = AsioLoadingSplash.StartIfAsioDriverName(driver, "Reconnecting to audio driver, please wait...");
try
{
// Force the sender's persistent ASIO driver to be disposed by bouncing through
// WasapiOnly. Skipped when there's no ASIO in the current mode — nothing to dispose.
if (mode != AudioMode.WasapiOnly && !string.IsNullOrWhiteSpace(driver))
{
try { sender.SetAudioMode(AudioMode.WasapiOnly, null); }
catch (Exception ex) { logFile.Event($"power: sender WasapiOnly bounce failed: {ex.GetType().Name}: {ex.Message}"); }
}
// ApplyAsioMode re-applies sender + receiver mode, refreshes device lists, and
// re-pushes the audio-runtime + receive-device configuration. The receiver's
// SetAudioMode call inside it does an unconditional render-backend rebuild; the
// sender's, post-bounce, recreates its persistent ASIO from scratch.
ClearAsioProbeCache();
ApplyAsioMode();
logFile.Event("power: audio backend re-initialised");
// Re-poke the router. UPnP/NAT-PMP mappings often survive a sleep, but cheap
// routers and ISP-supplied combo boxes sometimes drop their NAT table — easier
// to just rediscover than to guess. Refresh() is a no-op if UPnP is off. Run on
// a thread-pool thread for the same reason as the other UPnP entry points: the
// NatUtility teardown + restart inside Refresh() can block for tens of seconds
// on unusual networks, and we're on the UI thread during the resume handler.
// 2026-05-23.
if (AppConfig.Load().UpnpEnabled)
{
Task.Run(() =>
{
try { routerPortMapper.Refresh(); }
catch (Exception ex) { logFile.Event($"upnp: refresh-on-resume failed: {ex.GetType().Name}: {ex.Message}"); }
});
}
}
catch (Exception ex)
{
logFile.Event($"power: audio backend re-init failed: {ex.GetType().Name}: {ex.Message}");
}
finally
{
splash?.Dismiss();
}
}
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// ===================== Peers =====================
private void RefreshKnownPeers()
{
knownPeers.Clear();
// Discovered peers go in first so manual peers added by IP don't shadow them.
foreach (var peer in discovery.Peers) knownPeers[peer.InstanceId] = peer;
foreach (var peer in manualPeers.Values) knownPeers[peer.InstanceId] = peer;
// Dedupe by endpoint (address:port). When a manual peer (typed by IP) and a discovered
// peer (broadcasting hostname) point to the same machine, drop the manual entry and
// forward any active selection to the discovered peer so the user doesn't lose it.
// Prefer entries whose Name is NOT just the IP — those are real hostnames.
var byEndpoint = new Dictionary<string, PeerAnnouncement>(StringComparer.OrdinalIgnoreCase);
var redirectedSelections = new List<(Guid From, Guid To)>();
foreach (var peer in knownPeers.Values.ToList())
{
var key = $"{peer.Address}:{peer.AudioPort}";
if (!byEndpoint.TryGetValue(key, out var existing))
{
byEndpoint[key] = peer;
continue;
}
// Prefer the one with a real hostname (Name != IP-as-string).
var existingIsIp = existing.Name == existing.Address.ToString();
var peerIsIp = peer.Name == peer.Address.ToString();
var winner = existingIsIp && !peerIsIp ? peer : existing;
var loser = winner == existing ? peer : existing;
byEndpoint[key] = winner;
// Move loser's selection (if any) to winner so the checkbox state survives.
if (selectedPeerEndpoints.ContainsKey(loser.InstanceId))
{
redirectedSelections.Add((loser.InstanceId, winner.InstanceId));
}
}
foreach (var (from, to) in redirectedSelections)
{
if (selectedPeerEndpoints.Remove(from, out var endpoint))
{
selectedPeerEndpoints[to] = endpoint;
if (selectedPeerLabels.Remove(from, out var label))
{
selectedPeerLabels[to] = label;
}
// The "manual peer" that lost out should be removed from manualPeers too,
// otherwise the next discovery refresh re-creates the duplicate.
manualPeers.Remove(from);
}
}
knownPeers.Clear();
foreach (var peer in byEndpoint.Values) knownPeers[peer.InstanceId] = peer;
// If a selected peer's announced address changed (DHCP renewal, network switch),
// update the cached endpoint so the sender follows the new IP — BUT only when the
// endpoint we're currently using has actually stopped working.
//
// Why the guard: a peer reachable at two addresses at once — e.g. a VPN address AND a
// LAN address — announces itself from both, and discovery reports whichever it heard
// last. Blindly following that made the tracked endpoint ping-pong between the two
// every couple of seconds. Because this one endpoint feeds the audio sender, the
// heartbeat, AND the receiver's allow-list, the ping-pong meant a chunk of audio was
// aimed at — or accepted only from — an address that doesn't actually reach the peer,
// heard as heavy crackle (Tech Singer's Win7-over-VPN report, 2026-05-31). Keeping the
// endpoint pinned while it's still passing heartbeats stops the thrash. A genuine move
// (DHCP renewal, Wi-Fi switch) makes the old endpoint go unreachable first, at which
// point the guard lets the move through; TryAdoptLiveHeartbeatAddress backs it up.
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foreach (var (id, oldEndpoint) in selectedPeerEndpoints.ToList())
{
if (!knownPeers.TryGetValue(id, out var peer)) continue;
var newEndpoint = new IPEndPoint(peer.Address, peer.AudioPort);
if (!newEndpoint.Equals(oldEndpoint) && !IsEndpointHeartbeatHealthy(oldEndpoint))
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{
selectedPeerEndpoints[id] = newEndpoint;
logFile.Event($"peer {peer.Name} endpoint moved {oldEndpoint} -> {newEndpoint} (old endpoint not healthy)");
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}
selectedPeerLabels[id] = peer.Name;
}
// Endpoints may have moved (DHCP/announcement-update path above) or selections may have
// been redirected (manual-peer-merged-into-discovered above). Push the latest set down
// to the receiver's allow-list so we don't keep accepting from a stale endpoint we no
// longer recognise as a selected peer.
PushAllowedReceiveSenders();
}
private void SelectPeer(PeerAnnouncement peer) => SelectPeer(peer, fromProfileRestore: false);
private void SelectPeer(PeerAnnouncement peer, bool fromProfileRestore)
{
selectedPeerEndpoints[peer.InstanceId] = new IPEndPoint(peer.Address, peer.AudioPort);
selectedPeerLabels[peer.InstanceId] = peer.Name;
logFile.Event($"peer selected: {peer.Name} {peer.Address}:{peer.AudioPort}");
InvalidateAutoTuneHistory();
PushAllowedReceiveSenders();
// fromProfileRestore=true means the call originated from auto-reconnect at startup;
// we don't want that to flag the profile as dirty. User-initiated selects do.
if (!fromProfileRestore) MarkProfileDirty();
}
private void DeselectPeer(Guid instanceId)
{
if (selectedPeerEndpoints.Remove(instanceId))
{
selectedPeerLabels.TryGetValue(instanceId, out var label);
selectedPeerLabels.Remove(instanceId);
logFile.Event($"peer deselected: {label ?? instanceId.ToString()}");
InvalidateAutoTuneHistory();
PushAllowedReceiveSenders();
MarkProfileDirty();
}
}
/// <summary>
/// Tells the receiver which sender endpoints are allowed to play audio. Same set as the
/// peers we're sending to (the checkbox controls both directions). Called whenever the
/// user selects/deselects a peer, and once at startup so the receiver is in a known state.
/// Without this, anyone who can reach our UDP port (e.g. a peer who chose us first) would
/// auto-play to our speakers — we want explicit consent via the checkbox.
/// </summary>
private void PushAllowedReceiveSenders()
{
receiver.SetAllowedSenders(SelectedSendEndpoints());
}
/// <summary>True if the heartbeat currently considers <paramref name="endpoint"/> healthy —
/// i.e. we're getting pongs back from exactly that address+port right now. Used to keep the
/// audio target pinned to a proven-good endpoint instead of chasing a multi-homed peer's
/// other (possibly unreachable) advertised address every discovery refresh. 2026-05-31.</summary>
private bool IsEndpointHeartbeatHealthy(IPEndPoint endpoint)
{
if (heartbeatService is null) return false;
foreach (var h in heartbeatService.GetAllPeerHealth())
{
if (h.State == PeerHealthState.Healthy && h.AudioEndpoint.Equals(endpoint))
{
return true;
}
}
return false;
}
/// <summary>
/// Stale-address recovery. When exactly one tracked peer has gone Unreachable (its
/// resolved address — often a stale DNS answer — has no host behind it) and exactly one
/// OTHER address is actively heartbeat-pinging us, that address is almost certainly the
/// same peer at its real location. Re-point the audio sender, heartbeat tracking and the
/// receiver allow-list at the live address.
///
/// Deliberately conservative — it fires only on the unambiguous one-unreachable-and-one-
/// live case, only for private-range (RFC1918) live addresses (so a relay's public source
/// address can never hijack the sender), and with a 10 s cooldown so it can't thrash. The
/// messier multi-peer case is left for the user to sort out by hand. Runs once per second
/// from the status ticker. 2026-05-15.
/// </summary>
private void TryAdoptLiveHeartbeatAddress()
{
if (heartbeatService is null || !connected) return;
// Cooldown: adoption re-points the sender; give a freshly-adopted endpoint time to
// prove healthy (or fail) before another swap can fire.
if (DateTime.UtcNow - lastAddressAdoptionUtc < TimeSpan.FromSeconds(10)) return;
var unreachable = heartbeatService.GetAllPeerHealth()
.Where(h => h.State == PeerHealthState.Unreachable)
.ToList();
if (unreachable.Count != 1) return; // 0 = nothing wrong; 2+ = ambiguous
var liveSources = heartbeatService.GetUntrackedPingSources();
if (liveSources.Count != 1) return; // 0 = no candidate; 2+ = ambiguous
var deadEp = unreachable[0].AudioEndpoint;
var liveAddr = liveSources[0];
if (liveAddr.Equals(deadEp.Address)) return; // same machine — nothing to adopt
if (!IsPrivateLanAddress(liveAddr)) return; // never adopt a public / relay source
// Find the selected-peer entry whose endpoint is the dead one.
var match = selectedPeerEndpoints
.FirstOrDefault(kv => kv.Value.Address.Equals(deadEp.Address) && kv.Value.Port == deadEp.Port);
if (match.Key == Guid.Empty) return;
// Reuse the dead endpoint's port — a peer that moved on the LAN keeps its audio port.
var newEp = new IPEndPoint(liveAddr, deadEp.Port);
selectedPeerEndpoints[match.Key] = newEp;
var label = selectedPeerLabels.GetValueOrDefault(match.Key, deadEp.Address.ToString());
logFile.Event($"heartbeat: adopted live address for \"{label}\": {deadEp} unreachable, peer is pinging from {newEp}");
lastAddressAdoptionUtc = DateTime.UtcNow;
// ApplyAudioRuntime re-points BOTH the audio sender (SetReceivers) and heartbeat
// tracking (SetTrackedPeers); PushAllowedReceiveSenders re-points the receiver
// allow-list; PushDiscoveryUnicastHints feeds the new address to discovery too.
ApplyAudioRuntime();
PushAllowedReceiveSenders();
PushDiscoveryUnicastHints();
}
/// <summary>True if <paramref name="addr"/> is an IPv4 RFC1918 private-range address
/// (10/8, 172.16/12, 192.168/16). Gates stale-address adoption so a relay's public
/// source address can never be mistaken for a peer that moved on the LAN.</summary>
private static bool IsPrivateLanAddress(IPAddress addr)
{
if (addr.AddressFamily != AddressFamily.InterNetwork) return false;
var b = addr.GetAddressBytes();
return b[0] == 10
|| (b[0] == 172 && b[1] >= 16 && b[1] <= 31)
|| (b[0] == 192 && b[1] == 168);
}
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/// <summary>
/// Wipes the rolling max-gap window and pushes <see cref="lastSourceChangeUtc"/> forward,
/// so the next continuous auto-tune tick has nothing to react to. Called whenever a user
/// action (peer (de)selection, source list toggle, manually moving the latency slider) is
/// likely to produce a measured "gap" that doesn't reflect the network — e.g. the user
/// reselecting localhost after a 5 s pause records a 5 s inter-arrival gap, which would
/// otherwise pin the auto-tune to its 200 ms cap for half a minute.
/// </summary>
private void InvalidateAutoTuneHistory()
{
recentMaxGaps.Clear();
recentRenderCbGaps.Clear();
lastSourceChangeUtc = DateTime.UtcNow;
}
private IPEndPoint[] SelectedSendEndpoints()
{
// Collapse duplicates by ip:port so the same address isn't targeted twice.
return selectedPeerEndpoints.Values
.GroupBy(ep => $"{ep.Address}:{ep.Port}")
.Select(g => g.First())
.ToArray();
}
private async Task<IPAddress?> ResolvePeerAddressAsync(string text)
{
// Strip any host:port suffix before resolving; the port is parsed separately by the
// caller via TrySplitHostPort.
var (hostOnly, _) = TrySplitHostPort(text);
if (IPAddress.TryParse(hostOnly, out var direct)) return direct;
try
{
var addresses = await Dns.GetHostAddressesAsync(hostOnly);
return addresses.FirstOrDefault(a => a.AddressFamily == AddressFamily.InterNetwork) ?? addresses.FirstOrDefault();
}
catch
{
return null;
}
}
/// <summary>
/// Parse "host:port" or just "host" / "ipv4:port" / IPv4. Returns (host, port?) where port
/// is null when the user didn't include one. IPv6 literals are not supported in the manual
/// peer field today; if/when they are, they'll need bracket syntax. Bare numeric strings are
/// treated as hosts (no port).
/// </summary>
internal static (string host, int? port) TrySplitHostPort(string text)
{
if (string.IsNullOrWhiteSpace(text)) return (text ?? string.Empty, null);
text = text.Trim();
var colon = text.LastIndexOf(':');
if (colon <= 0 || colon == text.Length - 1) return (text, null);
var maybeHost = text[..colon];
var maybePort = text[(colon + 1)..];
// If there's another colon earlier, it's likely an IPv6 literal — leave the whole thing
// as the host. (Manual peer entry doesn't formally support IPv6 today, but don't
// misinterpret one as host:port and resolve garbage.)
if (maybeHost.Contains(':')) return (text, null);
if (!int.TryParse(maybePort, out var port)) return (text, null);
if (port < 1 || port > 65535) return (text, null);
return (maybeHost, port);
}
private PeerAnnouncement CreateManualPeer(string entry, IPAddress address)
{
var (_, parsedPort) = TrySplitHostPort(entry);
var label = string.IsNullOrWhiteSpace(entry) ? address.ToString() : entry.Trim();
return new PeerAnnouncement(
Guid.NewGuid(),
label,
parsedPort ?? RemPacket.DefaultPeerDialPort,
CanSend: true,
CanReceive: true,
DateTime.UtcNow,
address);
}
private async Task AddManualPeerAsync(string text)
{
if (string.IsNullOrWhiteSpace(text))
{
MessageBox.Show(this, "Enter an IP address or hostname for the other computer.", AppName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
return;
}
var address = await ResolvePeerAddressAsync(text);
if (address is null)
{
MessageBox.Show(this, "Could not resolve that IP address or hostname.", AppName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
return;
}
var rememberedEntries = settings.LoadRememberedPeers()
.Select(static value => value.Trim())
.ToHashSet(StringComparer.OrdinalIgnoreCase);
rememberedEntries.Add(text.Trim());
settings.SaveRememberedPeers(rememberedEntries);
var peer = CreateManualPeer(text, address);
manualPeers[peer.InstanceId] = peer;
rememberedPeerInstanceIds[text.Trim()] = peer.InstanceId;
SelectPeer(peer);
// New peer in remembered/manual list → tell discovery to start unicasting announcements
// at this address so they discover us back across VPN/WAN.
PushDiscoveryUnicastHints();
logFile.Event($"manual peer added {address}:{peer.AudioPort} ({text.Trim()})");
RefreshKnownPeers();
ApplyAudioRuntime();
}
private void LoadRememberedPeersFromSettings()
{
// No checkboxes on the form for these — they live in the dialog. We just remember them.
rememberedPeerInstanceIds.Clear();
}
/// <summary>
/// Adds a peer's identity to the persisted Remembered list (if not already present), and
/// records the entry → instance-id mapping so the Remembered dialog can display it. Used
/// when connecting via the Discovered list — per Ed's spec, "Remembered" is the long
/// history of every peer ever connected to, not just manually-added ones.
/// </summary>
private void EnsurePeerRemembered(PeerAnnouncement peer)
{
var entry = string.IsNullOrWhiteSpace(peer.Name) || peer.Name == peer.Address.ToString()
? peer.Address.ToString()
: peer.Name;
var existing = settings.LoadRememberedPeers().ToList();
if (existing.Any(e => string.Equals(e, entry, StringComparison.OrdinalIgnoreCase)))
{
// Already remembered — make sure the id mapping is current so
// SyncDialogRememberedPeerList correctly hides this entry while the peer is connected.
rememberedPeerInstanceIds[entry] = peer.InstanceId;
PushDiscoveryUnicastHints();
return;
}
existing.Add(entry);
settings.SaveRememberedPeers(existing);
rememberedPeerInstanceIds[entry] = peer.InstanceId;
PushDiscoveryUnicastHints();
}
/// <summary>
/// Tells the discovery service which IPs to send unicast announcements to. LAN broadcast
/// alone doesn't reach peers across a VPN (Tailscale, WireGuard, etc.) — so we explicitly
/// announce to every remembered + manual peer IP on top of broadcast. Anyone in our
/// remembered list who's running RemSound and reachable will then appear in Discovered,
/// regardless of physical network. Sending to an offline peer is a no-op.
/// </summary>
private void PushDiscoveryUnicastHints()
{
var hints = new HashSet<IPAddress>();
// Manual peers store IPEndPoint already.
foreach (var peer in manualPeers.Values)
{
hints.Add(peer.Address);
}
// Remembered peers are stored as string entries (IP or hostname). Try to parse as IP;
// for hostnames try a quick non-blocking DNS lookup. We do this synchronously here
// because the remembered list is small (typically 110 entries) and Dns.GetHostAddresses
// returns near-instantly for either a parsed IP or a cached hostname.
foreach (var entry in settings.LoadRememberedPeers())
{
if (string.IsNullOrWhiteSpace(entry)) continue;
if (IPAddress.TryParse(entry, out var direct))
{
hints.Add(direct);
continue;
}
try
{
foreach (var addr in Dns.GetHostAddresses(entry))
{
if (addr.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork)
{
hints.Add(addr);
}
}
}
catch
{
// Hostname not resolvable right now — skip silently. Will retry next time
// PushDiscoveryUnicastHints is called.
}
}
discovery.SetUnicastPeerAddresses(hints);
}
/// <summary>
/// After deleting an item from a CheckedListBox, focus the next sensible item so NVDA
/// announces the new selection. If something exists at the same index that the deleted
/// item occupied, focus that (it's the next-down). Otherwise drop back to the last item.
/// Empty list = no focus change.
/// </summary>
private static void FocusListItemAfterDelete(CheckedListBox list, int prevIndex)
{
if (list.IsDisposed) return;
var count = list.Items.Count;
if (count == 0) return;
var target = Math.Clamp(prevIndex, 0, count - 1);
list.SelectedIndex = target;
if (!list.Focused) list.Focus();
}
private void RemoveSelectedRememberedPeer(CheckedListBox list)
{
if (list.SelectedItem is not RememberedPeerItem selected) return;
if (rememberedPeerInstanceIds.TryGetValue(selected.Entry, out var pid))
{
manualPeers.Remove(pid);
DeselectPeer(pid);
rememberedPeerInstanceIds.Remove(selected.Entry);
}
var remaining = settings.LoadRememberedPeers().Where(e => !string.Equals(e, selected.Entry, StringComparison.OrdinalIgnoreCase));
settings.SaveRememberedPeers(remaining);
RefreshKnownPeers();
ApplyAudioRuntime();
PushDiscoveryUnicastHints();
}
// ===================== Mode-change warnings =====================
// ShowBothModeWarning + its TaskDialog retired 2026-05-11. The popup warned about the
// ~45 ms latency penalty of classic mixed-Both mode. Classic Both is no longer reachable
// from the UI (only WasapiOnly and BothIndependent are produced now, both fast-path), so
// the warning has nothing to fire on. AppConfig.BothModeWarningSuppressed is kept on disk
// for backward-compat — old config files still deserialise, new code just ignores it.
/// <summary>
/// Confirmation popup after Save (Ctrl+S / File → Save) overwrites the current profile.
/// Native TaskDialog, NVDA reads
/// the heading + body automatically, verification checkbox is part of the tab order so
/// "Do not show me this again" is reachable without a mouse. Once ticked the preference
/// lives in <c>remsound.config.json</c> as
/// <see cref="AppConfig.SaveProfileConfirmationSuppressed"/>; it's only consulted from
/// the in-place Save path — Save As never reaches here (its own dialog is the
/// confirmation).
/// </summary>
private void ShowSaveConfirmationDialog(string title)
{
var verification = new TaskDialogVerificationCheckBox("Do not show me this message again");
var page = new TaskDialogPage
{
Caption = AppName,
Heading = "Profile saved",
Text = $"\"{title}\" has been saved.",
Icon = TaskDialogIcon.Information,
Verification = verification,
Buttons = { TaskDialogButton.OK },
DefaultButton = TaskDialogButton.OK,
AllowCancel = true,
};
TaskDialog.ShowDialog(this, page);
if (verification.Checked)
{
var cfg = AppConfig.Load();
cfg.SaveProfileConfirmationSuppressed = true;
cfg.Save();
logFile.Event("save-profile confirmation suppressed by user (saved to remsound.config.json)");
}
}
// ===================== Status / log =====================
private void UpdateStatus()
{
var since = connected ? (DateTime.UtcNow - connectedSinceUtc).ToString(@"h\:mm\:ss") : "0:00:00";
var sendText = sender.IsRunning
? $"sending {sender.PacketsSent} packets ({sender.BytesSent / 1024} KB) codec={sender.Codec} from \"{sender.CaptureDeviceName}\""
: (IsSendEnabled && !HasCheckedSendDevice() ? "not sending — tick a capture device" : "not sending");
var receiveText = receiver.IsRunning
? $"receiving {receiver.PacketsReceived} packets, buffer {receiver.CurrentBufferMs} ms (target {receiver.TargetLatencyMs} ms), underruns {receiver.Underruns}, drops {receiver.Drops} on \"{receiver.OutputDeviceName}\""
: "not receiving";
var peerCount = knownPeers.Count;
var hbSummary = heartbeatService?.GetHealthSummary() ?? "no peers";
statusLabel.Text = $"Connected for {since}. {peerCount} peer(s) known. {sendText}. {receiveText}. Heartbeat: {hbSummary}.";
healthLabel.Text = connected
? sender.IsRunning || receiver.IsRunning ? "Health: streaming" : "Health: idle"
: "Health: disconnected";
}
private void SnapshotLogIfDue()
{
if (DateTime.UtcNow - lastSnapshotUtc < TimeSpan.FromMilliseconds(950)) return;
lastSnapshotUtc = DateTime.UtcNow;
// Prune any sessions on the receiver that haven't received packets in a while. This is
// serialised on the network-thread lock inside the receiver, so doing it from the UI
// tick is safe.
receiver.PruneIdleSessions();
// Re-evaluate which selected peers are reachable enough to receive the audio stream.
// Drops long-unreachable endpoints from the high-rate send list (heartbeat keeps probing
// them so they auto-recover). Cheap no-op when nothing changed. 1 Hz is plenty.
RefreshAudioReceivers();
// Refresh the tray icon's hover tooltip so it reflects the current peer count and
// send / receive routing (WASAPI / ASIO / both). 1 Hz cadence is fine — the user is
// hovering, not staring at a counter — and BuildTrayTooltip is allocation-cheap.
trayController.SetTooltip(BuildTrayTooltip());
// Surface any password mismatch / out-of-date peer the receiver has spotted (once per
// change). Cheap when everything matches.
CheckPeerSecurity();
// Periodic native-memory reaper. SustainedLowLatency GC mode (set in Program.Main)
// explicitly avoids gen2 collections to keep audio scheduling smooth — but that same
// suppression means finalizers for IDisposable wrappers that didn't get explicit
// Dispose calls also never run. Most paths have been fixed (StreamSession,
// OpusEncoderState, AudioRecorder all call decoder/encoder Dispose now), but this
// serves as a belt-and-braces backstop for any future code path we forget to wire,
// and for cleaning up any per-call native scratch allocations that Concentus.Native
// (or any other library) might accumulate. Forced gen2 every 5 minutes (300 ticks at
// 1 Hz) on a background thread so the gen2 work doesn't hitch the UI thread; audio
// threads are separate and unaffected. Andre's v3.0.1 receive session showed the
// unmanaged working set climbing 83 MB → 3.5 GB over 23 hours; this caps it.
nativeReaperTickCount++;
if (nativeReaperTickCount >= 300)
{
nativeReaperTickCount = 0;
Task.Run(() =>
{
try
{
GC.Collect(2, GCCollectionMode.Optimized, blocking: true, compacting: false);
GC.WaitForPendingFinalizers();
}
catch { /* GC pass is best-effort — never let it crash the snapshot tick */ }
});
}
2026-05-13 15:08:31 +01:00
// Detect peer health transitions and play connect/disconnect cues.
DetectAndAnnouncePeerHealthTransitions();
// If neither logs nor auto-tune is active we have nothing to do — neither audience
// wants the diag work. When logs are off but auto-tune is on (the gate is on for
// auto-tune), we fall through and run the snapshot+drain so the auto-tune feed
// (recentMaxGaps / recentRenderCbGaps at the bottom of this method) gets fresh
// data. The logFile.Snapshot and logFile.Event calls below are themselves cheap
// no-ops when logFile.Enabled is false, so we don't need to wrap individual writes.
if (!DiagnosticsGate.Enabled) return;
// Handle-TYPE breakdown — names which kind of handle is leaking (Event / Section / Key /
// Thread / …), the piece the plain handles= count can't give us. It walks the whole
// system handle table, so it's far heavier than the per-tick meter: run it about once a
// minute, only when logging is actually on (the diag gate can be open for auto-tune with
// logging off), and off the UI thread. logFile.Event is thread-safe. 2026-06-07.
handleProbeTickCount++;
if (handleProbeTickCount >= 60 && logFile.Enabled)
{
handleProbeTickCount = 0;
Task.Run(() =>
{
try
{
// Always log — Summarize returns a "probe-error …" string on failure rather
// than empty, so a blank build vs a silently-failing probe can never again be
// confused (that cost us a run on 2026-06-07).
logFile.Event($"handle-types: {HandleTypeProbe.Summarize()}");
}
catch { /* probe is best-effort — never let it disturb the tick */ }
});
}
2026-05-13 15:08:31 +01:00
// SNAP latency columns: in classic modes the legacy MaxLatencyMs / TargetLatencyMs
// pair holds the only route's value (Mixed). In BothIndependent we map them to the
// WASAPI lane (= the lane the existing slider drives) and emit the ASIO lane in the
// appended ASIO columns. That keeps the existing columns meaningful — they still
// represent "what the main slider shows" — and the appended columns expose the
// second lane to anyone reading the log file.
var inBothIndependent = settings.LoadAudioMode() == AudioMode.BothIndependent;
var primaryMaxMs = inBothIndependent ? receiver.MaxLatencyMsFor(RenderRoute.WasapiLane) : receiver.MaxLatencyMs;
var primaryTargetMs = inBothIndependent ? receiver.TargetLatencyMsFor(RenderRoute.WasapiLane) : receiver.TargetLatencyMs;
var asioMaxMs = inBothIndependent ? receiver.MaxLatencyMsFor(RenderRoute.AsioLane) : 0;
var asioTargetMs = inBothIndependent ? receiver.TargetLatencyMsFor(RenderRoute.AsioLane) : 0;
logFile.Snapshot(
connected: connected,
sendRunning: sender.IsRunning,
receiveRunning: receiver.IsRunning,
codec: SnapshotCodecLabel(),
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maxLatencyMs: primaryMaxMs,
targetLatencyMs: primaryTargetMs,
bufferMs: receiver.CurrentBufferMs,
senderPackets: sender.PacketsSent,
senderBytes: sender.BytesSent,
senderDevice: sender.CaptureDeviceName,
receiverPackets: receiver.PacketsReceived,
receiverBytes: receiver.BytesReceived,
underruns: receiver.Underruns,
drops: receiver.Drops,
receiveDevice: receiver.OutputDeviceName,
heartbeat: heartbeatService?.GetHealthSummary() ?? "no peers",
opusFecRecoveries: receiver.OpusFecRecoveries,
opusUnrecoveredGaps: receiver.OpusUnrecoveredGaps,
maxLatencyMsAsio: asioMaxMs,
targetLatencyMsAsio: asioTargetMs);
// First-of-kind events make it easy to see in the log where the chain breaks.
if (sender.IsRunning)
{
if (!firstCaptureCallbackLogged && sender.CaptureCallbacks > 0)
{
firstCaptureCallbackLogged = true;
logFile.Event($"first capture callback received ({sender.CaptureBytes} bytes, format {sender.CaptureFormatDescription ?? "?"})");
}
if (!firstSenderPacketLogged && sender.PacketsSent > 0)
{
firstSenderPacketLogged = true;
logFile.Event($"first packet sent ({sender.BytesSent} bytes total)");
}
// If capture isn't producing samples, repeat the warning every 5 s so it's visible.
if (sender.CaptureCallbacks == 0 && DateTime.UtcNow - lastCaptureZeroLogUtc > TimeSpan.FromSeconds(5))
{
lastCaptureZeroLogUtc = DateTime.UtcNow;
var err = sender.LastCaptureError;
logFile.Event($"sender running but no capture callbacks yet (device=\"{sender.CaptureDeviceName}\", format=\"{sender.CaptureFormatDescription ?? "?"}\", error=\"{err ?? "none"}\")");
}
}
else
{
firstCaptureCallbackLogged = false;
firstSenderPacketLogged = false;
}
// Diag block runs if EITHER side is active. The original gate was `receiver.IsRunning`
// only, which was correct for the typical bidirectional case but silently dropped the
// diag line on send-only machines (no receiver bound, but the sender's capture-callback
// gap is exactly what we want to log there). Adding `|| sender.IsRunning` lets the
// send-only branch below actually emit.
if (receiver.IsRunning || sender.IsRunning)
{
if (receiver.IsRunning && !firstReceiverPacketLogged && receiver.PacketsReceived > 0)
{
firstReceiverPacketLogged = true;
logFile.Event($"first packet received ({receiver.BytesReceived} bytes total)");
}
// Sub-second diagnostics — tells us what's actually happening at audio-rate
// resolution rather than guessing from a 1 Hz buffer reading. Look for:
// bufMin near 0 or maxGapMs > 30 → network burstiness or thread starvation
// bufAvg << target → clock drift, adaptive rate should compensate
// inputRate drifting from 48000 → adaptive rate is actively compensating
// maxReadMs much bigger than 15 → WASAPI is gulping more than expected
var diag = receiver.IsRunning ? receiver.TakeDiagnosticsSnapshot() : default;
// Pull sendCbGapMs unconditionally so it always resets cleanly between log emissions.
// We log it on whichever line we end up emitting — the receiver's diag line if the
// receiver has activity, otherwise a sender-only line. Skipping the call when the
// receiver is idle would leave the sender's max growing forever, never resetting.
var sendCbGapMs = sender.TakeMaxCaptureCallbackGapMs();
if (diag.BufferSampleCount > 0 || diag.RenderReadCount > 0)
{
// pcmRej / pcmDiscard let us see if PCM frames are being lost in assembly
// (out-of-order parts, mismatched parts, partial frame discarded). Both are
// cumulative since the stream session started — non-zero growing values during
// a steady-state run indicate the network/USB stack is jumbling PCM packet pairs.
// sendCbGapMs = sender's worst capture-callback gap since the last log.
// High value here (e.g. > 10 ms with ASIO buffer ≤ 5 ms) means the LOCAL
// capture path stalled — GC pause, USB driver hiccup, scheduler delay. The
// emitted audio will contain a discontinuity at that moment, which the peer
// can't detect (no packets lost, just audio with a hole). When this metric
// and the receiver's own maxGapMs both spike together, suspect the network;
// when only sendCbGapMs spikes, suspect this machine's audio stack.
// renderCbGapMs = worst gap between consecutive audio-render callbacks on THIS
// machine. Healthy = sub-ms variance from the audio buffer's natural period
// (e.g. ~5 ms for a 256-sample ASIO buffer at 48 kHz). Spikes here mean Windows
// scheduled the audio-output thread late, which causes the audio device's
// hardware buffer to underrun even though RemSound's playout buffer was full —
// RemSound's "Underruns" counter would NOT see this, so it can be the smoking
// gun for clicks-with-everything-else-clean.
//
// Drop-cause split (Codex's catch — the legacy `Drops` rolled up several
// unrelated mechanisms):
// trimB = bytes deliberately dropped by the smoothness-knob click-trim
// trimN = number of times that trim fired (so we can see frequency)
// drainB = bytes dropped on a one-shot drain (knob change)
// ovfB = ringbuffer-overflow / catastrophic-cap drops (everything else)
// pktRej = malformed/unknown-type packets we rejected at the network edge
var trimBytes = receiver.TrimDropBytes;
var trimFires = receiver.TrimFireCount;
var drainBytes = receiver.DrainDropBytes;
var ovfBytes = receiver.RingbufferOverflowDropBytes;
var pktRej = receiver.PacketsRejectedMalformed;
// Diag legend (post-Phase-3 cleanup):
// driftDrop / driftRep = Phase-2 drift correction counters. Each event = one
// stereo frame dropped (sender clock faster) or repeated (sender clock
// slower) = 21 µs of audio at 48 kHz with crossfade smoothing, designed to
// be inaudible. Healthy: one or the other slowly climbing at a few/sec rate.
// trimB / trimN / drainB / ovfB = the click-trim safety net + drain on knob
// change + ringbuffer overflow. All should stay near zero in normal
// operation now that the drift corrector handles steady drift.
// spikesN = adaptive second-derivative outlier count. Music-content invariant.
// >0 = real anomalous samples in RemSound's output. ~0 = clean output.
// sampleStepMax = raw peak step magnitude (false-positive prone on bright
// music; informational only).
// driftDrops / driftReps / driftAccumulator readings removed 2026-05-23 along
// with their dead accessors. The Phase-4 fixed-ratio resampler design never
// increments those counters; the columns were always zero. filteredErrorFrames
// below is the still-useful "where the buffer is sitting on average" signal —
// computed every Read by the active LP filter.
var concealNow = receiver.ConcealmentFires;
var shortReadNow = receiver.ShortReadFires;
var concealDelta = concealNow - prevDiagConceal; prevDiagConceal = concealNow;
var shortReadDelta = shortReadNow - prevDiagShortRead; prevDiagShortRead = shortReadNow;
var trimDelta = trimFires - prevDiagTrimFires; prevDiagTrimFires = trimFires;
// Live state — current LP-filtered drift error. Negative = buffer running below
// target on average; positive = above.
var filteredErrorFrames = receiver.FilteredDriftErrorFrames;
2026-05-13 15:08:31 +01:00
// 2026-05-11 added timing-split metrics:
// emitMs = sender's worst time-in-OnMixedSamples (encode + scratch + send)
// sndCallMs = sender's worst time-in-udp.Client.SendTo (kernel send only)
// rxDispMs = receiver's worst time-in-onPacket dispatch (after kernel receive)
// If observed maxGapMs is large but all three of these are sub-ms, the variance
// is between sender SendTo-return and receiver ReceiveFrom-return — i.e. the
// network or the kernel TX/RX path. If one of them spikes alongside maxGapMs,
// that's where our code is taking the time.
var emitMs = sender.TakeMaxEmitMs();
var sendCallMs = sender.TakeMaxSendCallMs();
var rxDispatchMs = receiver.TakeMaxOnPacketMs();
// rxNetGapMs = worst inter-packet arrival gap at the user-space UDP socket.
// Distinct from maxGapMs (which is measured at the per-stream-session level
// after decode + assembly): this one is the raw "did ReceiveFrom return on
// time" timing, with no per-session bookkeeping in between. A spike here
// when the sender's sendCbGapMs is small fingers the OS/network path between
// sender and receiver — NIC IRQ servicing, scheduler not waking the receive
// thread, kernel batching, GC pause — rather than the sender stalling or
// RemSound's own decode/dispatch chain. 2026-05-21.
var rxNetGapMs = receiver.TakeMaxInterPacketGapMs();
// fanCacheMs reading + column removed 2026-05-23. The FanOutSource was retired
// mid-May (each lane reads its own filtered PlayoutEngine source directly); the
// measurement always returned 0 and surfaced an unhelpful diag column.
// GC pressure delta. .NET's GC.CollectionCount is cumulative; subtracting the
// previous tick gives the per-second collection count per generation. Gen-0
// collections are cheap (microseconds); Gen-1 takes longer; Gen-2 / LOH can
// pause the runtime for many milliseconds, which is enough to explain a
// 3050 ms rxNetGapMs spike in isolation. Read directly here — GC.CollectionCount
// is essentially free, no need to gate further. 2026-05-21.
var gc0Now = GC.CollectionCount(0);
var gc1Now = GC.CollectionCount(1);
var gc2Now = GC.CollectionCount(2);
var gc0Delta = gc0Now - prevDiagGc0Count; prevDiagGc0Count = gc0Now;
var gc1Delta = gc1Now - prevDiagGc1Count; prevDiagGc1Count = gc1Now;
var gc2Delta = gc2Now - prevDiagGc2Count; prevDiagGc2Count = gc2Now;
// Process-wide self-meter (item 1 + 3 of RemSoundefficiency.md). Single
// snapshot covers CPU%, managed heap MB, working set MB, allocation rate.
var selfMeter = processSelfMeter.Take();
// Per-thread work-time (item 2 of RemSoundefficiency.md). Each is the
// milliseconds of CPU that thread (or thread group) consumed in the last
// second; in a clean steady-state session they should all be small. The
// four categories follow the request: capture, send, receive, render.
// captureMs covers ASIO + WASAPI capture bodies and the MixingEngine tick;
// sendMs is encode + sendto on the audio thread; recvMs is the network
// thread's packet handler; renderMs is the audio render thread's mix +
// limiter + pack work.
var captureMs = sender.TakeCaptureWorkMs();
var sendMs = sender.TakeSendWorkMs();
var recvMs = receiver.TakeReceiveWorkMs();
var renderMs = receiver.TakeRenderWorkMs();
// Per-stage discontinuity probes. Compare these to localise where in the
// pipeline a click is introduced:
// stepPreEnc = sender's float buffer just before encoding. Non-zero =
// the input ALREADY has discontinuities (capture-side issue).
// stepPostDec = receiver's float buffer just after PCM/Opus decode. If this
// is significantly larger than stepPreEnc, the wire codec
// roundtrip introduced steps.
// stepPostRing = receiver's float buffer just out of the ring (before
// resampler). Roughly equal to stepPostDec in steady state;
// bigger here means the ring buffer is fishy.
// stepPostRsm = receiver's float buffer just out of the resampler. Bigger
// here than stepPostRing fingers the resampler integration.
// sampleStepMax= the final output buffer (after volume + limiter), the
// legacy spot the diag already tracked.
// Per-lane pre-encode probes (2026-05-15) — split so BothIndependent mode
// can show which lane is producing the discontinuity, free of the cross-
// stream artefact that the old shared probe registered when both lanes'
// callbacks interleaved into one probe's lastL/R carry.
//
// 2026-05-21 — also surface the cross-buffer (boundary) vs within-buffer
// (content) split for every probe. A non-zero combined step combined with a
// near-zero within-buffer reading means the click is at a buffer / packet
// boundary (lost or duplicated sample, pipeline glitch); a non-zero
// within-buffer reading with a near-zero cross-buffer reading means it's a
// sharp transient inside one buffer (real audio content, system sound). All
// probe drains here go through the XB/WB pair and recompute the combined
// max from the split values — calling Take*Step() AND the split methods on
// the same probe in the same drain window would double-drain.
var stepPreEncWasXB = sender.TakeMaxPreEncodeStepWasapiLaneCrossBuffer();
var stepPreEncWasWB = sender.TakeMaxPreEncodeStepWasapiLaneWithinBuffer();
var stepPreEncWas = stepPreEncWasXB > stepPreEncWasWB ? stepPreEncWasXB : stepPreEncWasWB;
var stepPreEncAsiXB = sender.TakeMaxPreEncodeStepAsioLaneCrossBuffer();
var stepPreEncAsiWB = sender.TakeMaxPreEncodeStepAsioLaneWithinBuffer();
var stepPreEncAsi = stepPreEncAsiXB > stepPreEncAsiWB ? stepPreEncAsiXB : stepPreEncAsiWB;
var stepPreEnc = stepPreEncWas > stepPreEncAsi ? stepPreEncWas : stepPreEncAsi;
var stepRawCapXB = sender.TakeMaxSenderRawCaptureStepCrossBuffer();
var stepRawCapWB = sender.TakeMaxSenderRawCaptureStepWithinBuffer();
var stepRawCap = stepRawCapXB > stepRawCapWB ? stepRawCapXB : stepRawCapWB;
var capPeak = sender.TakeMaxSenderPreEncodePeak();
var sndAudFr = sender.TakeSenderAudioFramesSent();
var clippedNow = sender.ClippedSampleCount;
var clippedDelta = clippedNow - prevDiagClippedSamples; prevDiagClippedSamples = clippedNow;
var stepPostDecXB = receiver.TakeMaxPostDecodeStepCrossBuffer();
var stepPostDecWB = receiver.TakeMaxPostDecodeStepWithinBuffer();
var stepPostDec = stepPostDecXB > stepPostDecWB ? stepPostDecXB : stepPostDecWB;
var stepPostRingXB = receiver.TakeMaxPostRingReadStepCrossBuffer();
var stepPostRingWB = receiver.TakeMaxPostRingReadStepWithinBuffer();
var stepPostRing = stepPostRingXB > stepPostRingWB ? stepPostRingXB : stepPostRingWB;
var stepPostRsmXB = receiver.TakeMaxPostResamplerStepCrossBuffer();
var stepPostRsmWB = receiver.TakeMaxPostResamplerStepWithinBuffer();
var stepPostRsm = stepPostRsmXB > stepPostRsmWB ? stepPostRsmXB : stepPostRsmWB;
// Wire-level packet-sequence stats. wireInOrderΔ is the count of packets that
// arrived with the sequence we expected this second. wireMissΔ / wireReordΔ /
// wireDupΔ are the smoking-gun counters — any non-zero value here means the
// UDP path between sender and receiver dropped, reordered, or duplicated
// packets, and that on the PCM path translates directly into audible pops.
var wireInOrderNow = receiver.WireInOrderCount;
var wireMissedNow = receiver.WireMissedCount;
var wireReorderedNow = receiver.WireReorderedCount;
var wireDuplicatedNow = receiver.WireDuplicatedCount;
var wireInOrderDelta = wireInOrderNow - prevDiagWireInOrder; prevDiagWireInOrder = wireInOrderNow;
var wireMissedDelta = wireMissedNow - prevDiagWireMissed; prevDiagWireMissed = wireMissedNow;
var wireReorderedDelta = wireReorderedNow - prevDiagWireReordered; prevDiagWireReordered = wireReorderedNow;
var wireDuplicatedDelta = wireDuplicatedNow - prevDiagWireDuplicated; prevDiagWireDuplicated = wireDuplicatedNow;
2026-05-13 15:08:31 +01:00
logFile.Event($"diag bufAvg={diag.BufferAvgMs}ms bufMin={diag.BufferMinMs}ms bufMax={diag.BufferMaxMs}ms " +
$"maxGapMs={diag.MaxArrivalGapMs} sendCbGapMs={sendCbGapMs} renderCbGapMs={diag.MaxRenderCallbackGapMs} maxReadMs={diag.MaxRenderReadMs} reads={diag.RenderReadCount} " +
$"emitMs={emitMs} sndCallMs={sendCallMs} rxDispMs={rxDispatchMs} rxNetGapMs={rxNetGapMs} " +
$"gc0Δ={gc0Delta} gc1Δ={gc1Delta} gc2Δ={gc2Delta} " +
$"cpu={selfMeter.CpuPercentOneCore:0.0}% memMB={selfMeter.ManagedHeapMb:0.0} wsMB={selfMeter.WorkingSetMb:0.0} allocKBps={selfMeter.AllocatedKbPerSecond:0.0} " +
$"privMB={selfMeter.PrivateBytesMb:0.0} gcHeapMB={selfMeter.GcHeapMb:0.0} gcFragMB={selfMeter.GcFragmentedMb:0.0} gcCommitMB={selfMeter.GcCommittedMb:0.0} handles={selfMeter.HandleCount} threads={selfMeter.ThreadCount} " +
$"captureMs={captureMs:0.0} sendMs={sendMs:0.0} recvMs={recvMs:0.0} renderMs={renderMs:0.0} " +
$"trimB={trimBytes} trimN={trimFires} trimΔ={trimDelta} drainB={drainBytes} ovfB={ovfBytes} pktRej={pktRej} " +
$"concealΔ={concealDelta} shortReadΔ={shortReadDelta} " +
$"filtErr={filteredErrorFrames:0.0}f " +
$"capPeak={capPeak:0.000} sndAudFrΔ={sndAudFr} stepRawCap={stepRawCap:0.000} stepPreEnc={stepPreEnc:0.000} stepPreEncWas={stepPreEncWas:0.000} stepPreEncAsi={stepPreEncAsi:0.000} stepPostDec={stepPostDec:0.000} stepPostRing={stepPostRing:0.000} stepPostRsm={stepPostRsm:0.000} " +
$"stepRawCapXB={stepRawCapXB:0.000} stepRawCapWB={stepRawCapWB:0.000} " +
$"stepPreEncWasXB={stepPreEncWasXB:0.000} stepPreEncWasWB={stepPreEncWasWB:0.000} " +
$"stepPreEncAsiXB={stepPreEncAsiXB:0.000} stepPreEncAsiWB={stepPreEncAsiWB:0.000} " +
$"stepPostDecXB={stepPostDecXB:0.000} stepPostDecWB={stepPostDecWB:0.000} " +
$"stepPostRingXB={stepPostRingXB:0.000} stepPostRingWB={stepPostRingWB:0.000} " +
$"stepPostRsmXB={stepPostRsmXB:0.000} stepPostRsmWB={stepPostRsmWB:0.000} " +
$"clipΔ={clippedDelta} sampleStepMax={diag.MaxOutputSampleStep:0.000} spikesN={diag.EnvelopeSpikeCount} " +
$"wireOkΔ={wireInOrderDelta} wireMissΔ={wireMissedDelta} wireReordΔ={wireReorderedDelta} wireDupΔ={wireDuplicatedDelta} " +
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$"pcmRej={receiver.PcmFrameRejections} pcmDiscard={receiver.PcmFrameDiscardedPartials}");
}
else if (sender.IsRunning)
{
// Send-only machine (no receive output ticked). Emit a sender-side diag line so
// sendCbGapMs is visible — that's the most important metric on a send-only box,
// since it tells us whether THIS machine's capture path is stalling. Without
// this branch, send-only sessions logged zero diag info.
// stepPreEnc included so the send-only machine's pre-encode discontinuity
// probe is visible — needed for the laptop→desktop direction where the laptop
// is the source and we want to see if the audio coming OUT of the capture
// already has steps before it touches the wire.
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var emitMs = sender.TakeMaxEmitMs();
var sendCallMs = sender.TakeMaxSendCallMs();
// Per-lane pre-encode probes — see the full-diag comment above for the
// rationale (per-lane fixes the cross-stream artefact in BothIndependent).
// 2026-05-21: drain XB / WB separately so we can localise click events at
// the buffer boundary (cross-buffer) vs within-buffer (real content). The
// combined step is just the larger of the two for back-compat readers.
var stepPreEncWasXB = sender.TakeMaxPreEncodeStepWasapiLaneCrossBuffer();
var stepPreEncWasWB = sender.TakeMaxPreEncodeStepWasapiLaneWithinBuffer();
var stepPreEncWas = stepPreEncWasXB > stepPreEncWasWB ? stepPreEncWasXB : stepPreEncWasWB;
var stepPreEncAsiXB = sender.TakeMaxPreEncodeStepAsioLaneCrossBuffer();
var stepPreEncAsiWB = sender.TakeMaxPreEncodeStepAsioLaneWithinBuffer();
var stepPreEncAsi = stepPreEncAsiXB > stepPreEncAsiWB ? stepPreEncAsiXB : stepPreEncAsiWB;
var stepPreEnc = stepPreEncWas > stepPreEncAsi ? stepPreEncWas : stepPreEncAsi;
// Raw-capture step: now per-backend (each backend owns its own probe). The
// accessor returns max across all backends. PushModeWasapiBackend has been
// wired to feed this probe as of 2026-05-15; pull-mode MixingEngine returns 0.
var stepRawCapXB = sender.TakeMaxSenderRawCaptureStepCrossBuffer();
var stepRawCapWB = sender.TakeMaxSenderRawCaptureStepWithinBuffer();
var stepRawCap = stepRawCapXB > stepRawCapWB ? stepRawCapXB : stepRawCapWB;
var clippedNow = sender.ClippedSampleCount;
var clippedDelta = clippedNow - prevDiagClippedSamples; prevDiagClippedSamples = clippedNow;
// Per-second GC delta on the send-only side too. A send stall caused by a
// gen-2 pause on the SENDER would have a different signature in the SNAP
// log than one caused by a receive-side pause — they'd show up here even
// though no receiver activity is happening on this machine.
var gc0Now = GC.CollectionCount(0);
var gc1Now = GC.CollectionCount(1);
var gc2Now = GC.CollectionCount(2);
var gc0Delta = gc0Now - prevDiagGc0Count; prevDiagGc0Count = gc0Now;
var gc1Delta = gc1Now - prevDiagGc1Count; prevDiagGc1Count = gc1Now;
var gc2Delta = gc2Now - prevDiagGc2Count; prevDiagGc2Count = gc2Now;
// Process self-meter + per-thread work-time on the send-only side too.
// captureMs covers the WASAPI / ASIO callback bodies; sendMs is the encode
// + sendto work; recvMs / renderMs stay at 0 (no playback on this machine
// by definition for the send-only branch). See item 1, 2, 3 of
// RemSoundefficiency.md.
var selfMeter = processSelfMeter.Take();
var captureMs = sender.TakeCaptureWorkMs();
var sendMs = sender.TakeSendWorkMs();
// capPeak = loudest sample reaching the encoder; sndAudFrΔ = audio frames that
// actually left the socket this second. Together they split "mic captured but
// nothing sent" (drop at encode/encrypt) from "mic captured and sent" — the
// measurement the "mic only works in ASIO" report needs, now on the talker side too.
var capPeak = sender.TakeMaxSenderPreEncodePeak();
var sndAudFr = sender.TakeSenderAudioFramesSent();
logFile.Event(
$"sender-diag sendCbGapMs={sendCbGapMs} emitMs={emitMs} sndCallMs={sendCallMs} " +
$"capPeak={capPeak:0.000} sndAudFrΔ={sndAudFr} " +
$"stepPreEnc={stepPreEnc:0.000} stepPreEncWas={stepPreEncWas:0.000} stepPreEncAsi={stepPreEncAsi:0.000} stepRawCap={stepRawCap:0.000} " +
$"stepRawCapXB={stepRawCapXB:0.000} stepRawCapWB={stepRawCapWB:0.000} " +
$"stepPreEncWasXB={stepPreEncWasXB:0.000} stepPreEncWasWB={stepPreEncWasWB:0.000} " +
$"stepPreEncAsiXB={stepPreEncAsiXB:0.000} stepPreEncAsiWB={stepPreEncAsiWB:0.000} " +
$"gc0Δ={gc0Delta} gc1Δ={gc1Delta} gc2Δ={gc2Delta} " +
$"cpu={selfMeter.CpuPercentOneCore:0.0}% memMB={selfMeter.ManagedHeapMb:0.0} wsMB={selfMeter.WorkingSetMb:0.0} allocKBps={selfMeter.AllocatedKbPerSecond:0.0} " +
$"privMB={selfMeter.PrivateBytesMb:0.0} gcHeapMB={selfMeter.GcHeapMb:0.0} gcFragMB={selfMeter.GcFragmentedMb:0.0} gcCommitMB={selfMeter.GcCommittedMb:0.0} handles={selfMeter.HandleCount} threads={selfMeter.ThreadCount} " +
$"captureMs={captureMs:0.0} sendMs={sendMs:0.0} " +
$"clipΔ={clippedDelta} packets={sender.PacketsSent} captureCallbacks={sender.CaptureCallbacks}");
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}
// Synthesised end-to-end one-way latency estimate. Sums:
// * sender_accumulator: half the codec frame size (avg packet wait)
// * wire_one_way: lowest active peer's heartbeat RTT / 2
// * receiver_queue: bufAvg from diag (the real measured queue depth, 0 on send-only)
// * render_buffer: rough estimate per audio mode
// Logged whenever either side is active so we capture the latency picture even when
// the local machine is send-only.
if ((diag.BufferSampleCount > 0 || diag.RenderReadCount > 0) || sender.IsRunning)
{
var senderAccumulatorMs = SenderAccumulatorEstimateMs();
var wireOneWayMs = LowestPeerRttMs() / 2.0;
var renderBufferMs = RenderBufferEstimateMs();
var totalMs = senderAccumulatorMs + wireOneWayMs + diag.BufferAvgMs + renderBufferMs;
logFile.Event($"latency-probe estimated one-way ≈ {totalMs:0.0}ms " +
$"(send-accum={senderAccumulatorMs:0.0}, wire={wireOneWayMs:0.0}, recv-queue={diag.BufferAvgMs}, render={renderBufferMs:0.0})");
}
// If a new stream session opened since the last SNAP tick, flush the gap windows.
// The diag.MaxArrivalGapMs we're about to enqueue is bounded inside this tick by
// ReceiverDiagnostics.ResetGapMeasurements() (called from AudioReceiver when the
// session opens), but any previously-queued entries are stale relative to the new
// session. Bumping lastSourceChangeUtc also makes the auto-tune defer for one
// interval, letting the new session's measurements populate the window before any
// recommendation fires.
var openCount = receiver.SessionsOpenedCount;
if (openCount > lastObservedSessionsOpenedCount)
{
lastObservedSessionsOpenedCount = openCount;
recentMaxGaps.Clear();
recentRenderCbGaps.Clear();
lastSourceChangeUtc = DateTime.UtcNow;
}
// Push this second's max-gap reading into the rolling window the continuous
// auto-tune samples from. Capped at RecentMaxGapWindowSeconds entries so older
// readings naturally fall out as conditions evolve.
if (diag.PacketCount > 0)
{
recentMaxGaps.Enqueue(diag.MaxArrivalGapMs);
while (recentMaxGaps.Count > RecentMaxGapWindowSeconds) recentMaxGaps.Dequeue();
// Mirror window for actual render-callback period. Same windowing so they age
// out together; auto-tune uses the max of this for an honest formula.
recentRenderCbGaps.Enqueue(diag.MaxRenderCallbackGapMs);
while (recentRenderCbGaps.Count > RecentMaxGapWindowSeconds) recentRenderCbGaps.Dequeue();
}
}
else
{
firstReceiverPacketLogged = false;
}
}
private void AppendLogEntry(string message)
{
// No on-form log box now (kept just-in-status-line). Leaving this method to make the call sites
// future-proof; if we re-add a visible log box, AppendLogEntry is the single hook point.
logFile.Event(message);
}
// ===================== Tray =====================
private void ToggleTrayFromHotkey()
{
BeginInvoke(() => trayController.Toggle());
}
/// <summary>
/// Most Alt+letter shortcuts are wired via the WinForms `&amp;` mnemonic on the relevant
/// control's Text (Buttons, CheckBoxes) or its paired Label (ListBoxes, NumericUpDowns,
/// ComboBoxes — see <see cref="MnemonicLabel"/> for the label-→target dispatch). The
/// framework's built-in ProcessMnemonic walk handles those automatically: when the user
/// presses Alt+letter, only controls on the visible tab respond, which gives us per-tab
/// shortcut isolation as a free side-effect of how WinForms scopes mnemonics.
/// </summary>
protected override bool ProcessCmdKey(ref Message msg, Keys keyData)
{
// Defensive gate for the global menu shortcuts that change state (Ctrl+R = toggle
// recording, Ctrl+S = save profile). The default WinForms behaviour fires these
// shortcuts any time the form has keyboard focus — which technically includes the
// case where another tool (NVDA Remote in send-keys mode, an automation script,
// etc.) calls SetForegroundWindow on us and then SendInput a keystroke a few
// milliseconds later. The form receives focus + the keystroke arrives + the menu
// shortcut fires, all without the user touching anything.
//
// The gate adds two extra requirements before we let these shortcuts run:
// 1. The OS-level foreground window must be us. Same check the base class
// effectively makes, but explicit so the intent is documented.
// 2. At least RecentActivationGuardMs must have elapsed since we last became
// activated. Programmatic SetForegroundWindow + SendInput typically runs in
// under 50 ms; a human Alt+Tabbing in then pressing Ctrl+R can't physically
// do it inside 250 ms.
// If the gate fails we consume the keystroke (return true) so the menu shortcut
// doesn't fire, log a diagnostic, and silently ignore it. The user can still drive
// the same actions via the Alt+R / Alt+F menu chord which inherently requires the
// multi-step menu-open interaction and isn't vulnerable to drive-by injection.
if (keyData == (Keys.Control | Keys.R) || keyData == (Keys.Control | Keys.S))
{
if (!IsWindowAvailableForGatedShortcut())
{
logFile.Event($"shortcut ignored (window not in interactive state): {keyData}");
return true; // consumed; don't let MenuStrip see it
}
}
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return base.ProcessCmdKey(ref msg, keyData);
}
// UTC time the form last became activated. Compared against UtcNow when a gated
// shortcut fires to reject keystrokes that arrive within the RecentActivationGuardMs
// window after a window-activation — the signature of a drive-by injection.
private DateTime lastActivatedAtUtc = DateTime.MinValue;
private const int RecentActivationGuardMs = 250;
protected override void OnActivated(EventArgs e)
{
lastActivatedAtUtc = DateTime.UtcNow;
base.OnActivated(e);
}
/// <summary>Defensive gate for global menu shortcuts that change state. See the comment
/// in <see cref="ProcessCmdKey"/> for the full rationale.</summary>
private bool IsWindowAvailableForGatedShortcut()
{
if (!Visible || WindowState == FormWindowState.Minimized) return false;
if ((DateTime.UtcNow - lastActivatedAtUtc).TotalMilliseconds < RecentActivationGuardMs) return false;
return GetForegroundWindow() == Handle;
}
[System.Runtime.InteropServices.DllImport("user32.dll")]
private static extern IntPtr GetForegroundWindow();
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// ===================== Profile system =====================
/// <summary>Called once from Shown after device lists are populated. Applies the
/// control-state portion of the loaded profile (device ticks, send/receive checkboxes,
/// volume) — settings-shaped fields were applied earlier in the constructor via
/// settings.ApplyProfile(). Devices in the profile that don't exist on this machine
/// are silently skipped (the matching CheckedListBox simply won't have them ticked).</summary>
private void ApplyPendingProfileToControls()
{
if (pendingProfile is null) return;
var p = pendingProfile;
applyingProfile = true;
try
{
// Volume first — affects what's audible during the rest of this method.
volumeBar.Value = Math.Clamp(p.Volume, volumeBar.Minimum, volumeBar.Maximum);
// Push volume + mute to the engine. Assigning .Value does NOT fire the Scroll handler, so
// without this a profile saved at e.g. 50% would show 50% but play at full volume until
// the slider was nudged. Mute is restored from the saved state for the same reason.
receiver.Volume = volumeBar.Value / 100f;
receiver.IsMuted = p.Muted;
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// Tick checkboxes. Order matters: setting Checked fires runtime apply paths
// (Connect/Disconnect) so the side-effect cascade has to happen here, not in
// the constructor where the engines aren't fully wired up yet.
ApplyTicksToList(receiveOutputDevicesList, p.SelectedWasapiReceiveOutputs);
// Seed remembered receive-output intent from the profile so a selected card that's
// absent now (or unplugged later) is re-ticked + re-opened when it appears (issue #5).
rememberedReceiveOutputIds.Clear();
foreach (var rid in p.SelectedWasapiReceiveOutputs) rememberedReceiveOutputIds.Add(rid);
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ApplyTicksToList(asioReceiveOutputDevicesList, p.SelectedAsioReceiveOutputs);
ApplyTicksToList(sendOutputDevicesList, p.SelectedWasapiSendOutputs);
ApplyTicksToList(sendInputDevicesList, p.SelectedWasapiSendInputs);
ApplyTicksToList(asioSendDevicesList, p.SelectedAsioSendInputs);
receiveAudioCheckbox.Checked = p.ReceiveAudioOn;
sendMyAudioCheckbox.Checked = p.SendAudioOn;
// Re-establish previously-connected peers. Each entry is re-resolved + re-selected
// exactly as if the user had typed it into the manual-peer field. Discovered peers
// (no longer reachable / different IP) just fail gracefully — no popup.
ReconnectSavedPeers(p.SelectedConnectedPeers);
}
catch (Exception ex)
{
AppendLogEntry($"profile apply: error applying \"{p.Title}\": {ex.GetType().Name}: {ex.Message}");
}
finally
{
// Don't re-apply on subsequent device-list refreshes. The user's later ticks are
// captured by save-profile from current control state; we don't keep pulling from
// the original profile forever.
pendingProfile = null;
applyingProfile = false;
}
}
/// <summary>Tick the items in <paramref name="list"/> whose DeviceId appears in
/// <paramref name="wantedIds"/>. Items not in the wanted set are unticked. Items in the
/// wanted set that don't exist on this machine are silently dropped (this is how the
/// profile system handles missing-hardware portability).</summary>
private static void ApplyTicksToList(CheckedListBox list, IReadOnlyList<string> wantedIds)
{
if (list.Items.Count == 0) return;
var wanted = new HashSet<string>(wantedIds, StringComparer.OrdinalIgnoreCase);
for (var i = 0; i < list.Items.Count; i++)
{
if (list.Items[i] is not AudioDeviceChoice choice || choice.DeviceId is null) continue;
var shouldBeChecked = wanted.Contains(choice.DeviceId);
if (list.GetItemChecked(i) != shouldBeChecked)
{
list.SetItemChecked(i, shouldBeChecked);
}
}
}
/// <summary>Window title shows the active profile name explicitly so the user knows what
/// they're editing. Format: "RemSound — Active profile: My profile name" (loaded) or
/// "RemSound — New profile" (a fresh, unsaved session). Read-only profiles get a " (read-only)" suffix so
/// NVDA announces the lock state on every title change and sighted users see it at a
/// glance — important context that "anything I change here won't be saved".</summary>
private string FormatWindowTitle(string? loadedTitle)
{
var readOnlySuffix = currentProfileReadOnly ? " (read-only)" : "";
return string.IsNullOrEmpty(loadedTitle)
? $"{AppName} — New profile{readOnlySuffix}"
: $"{AppName} — Active profile: {loadedTitle}{readOnlySuffix}";
}
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/// <summary>Update existing profile button. Overwrites the active profile with current
/// state. No prompt — user explicitly chose this button to commit. Hidden when no
/// profile is loaded.</summary>
private void UpdateExistingProfile()
{
if (profileStore is null || string.IsNullOrEmpty(currentProfileTitle))
{
// Defensive — button should be hidden in this case.
return;
}
SaveProfileTo(currentProfileTitle);
}
/// <summary>Save profile as button. Always prompts for a (new) name. From a blank
/// template this is the only way to create the first profile; from a loaded profile this
/// forks a copy under a new name and switches to that copy as the active profile.</summary>
private void SaveProfileAs()
{
if (profileStore is null)
{
MessageBox.Show(this, "Profile system not active in this run.", "RemSound",
MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
// Real Windows Save As dialog (2026-05-10) — picks an arbitrary path with the standard
// filename + folder picker, instead of the previous text-only "Profile name" prompt.
// Default folder is the active profiles folder. Saving inside that folder produces a
// profile that's loadable from File → Open profile next launch; saving outside is an
// export the user is responsible for managing (RemSound only auto-discovers profiles
// in AppConfig.ProfilesDirectory, so external saves don't appear in the picker).
using var dialog = new SaveFileDialog
{
Title = "Save profile as",
Filter = "RemSound profiles (*.json)|*.json",
DefaultExt = "json",
AddExtension = true,
OverwritePrompt = true,
InitialDirectory = profileStore.BaseDirectory,
FileName = string.IsNullOrEmpty(currentProfileTitle) ? "" : currentProfileTitle + ".json",
};
if (dialog.ShowDialog(this) != DialogResult.OK) return;
var path = dialog.FileName;
var title = Path.GetFileNameWithoutExtension(path);
if (string.IsNullOrWhiteSpace(title)) return;
try
{
var profile = BuildCurrentProfile(title);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
var json = JsonSerializer.Serialize(profile, new JsonSerializerOptions { WriteIndented = true });
File.WriteAllText(path, json);
currentProfileTitle = title;
currentProfilePath = path;
// Save As always produces an editable copy — even if the source profile was
// read-only. Anything else would be surprising: the user picked Save As
// specifically to fork, and they reasonably expect the fork to be editable
// without having to hunt for the menu toggle. The original (locked) profile on
// disk is untouched; this is purely about the new file and the in-memory state.
currentProfileReadOnly = false;
if (lockProfileMenuItem is not null)
{
suppressLockProfileToggleHandler = true;
try { lockProfileMenuItem.Checked = false; }
finally { suppressLockProfileToggleHandler = false; }
}
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Text = FormatWindowTitle(title);
AccessibleName = Text;
AppendLogEntry($"profile saved: \"{title}\" → {path}");
unsavedChanges = false;
// A freshly created profile has no password yet, and encryption is always on — so
// ask for one now and write it straight into the file we just saved. OK requires a
// non-empty password (requireNonEmpty); Cancel still leaves it passwordless and the
// streaming gate will ask again when needed.
if (string.IsNullOrEmpty(currentProfilePassword))
{
var pw = ProfilePasswordDialog.Show(title, "", requireNonEmpty: true);
if (!string.IsNullOrEmpty(pw))
{
currentProfilePassword = pw;
RecomputeAudioCrypto();
PersistPasswordOnly(pw);
AppendLogEntry($"profile password set on creation for \"{title}\"");
}
}
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// No confirmation popup here. The Save-As dialog the user just dismissed is itself
// the explicit, user-driven "I am saving to this path" — a follow-up "Saved." popup
// is pure friction (one more Enter press, one more NVDA read of the same fact).
// The window title updates to the new name, the file appears on disk, and the
// baseline diff resets — all the silent affordances the user actually needs.
}
catch (Exception ex)
{
MessageBox.Show(this, $"Could not save profile: {ex.Message}", "RemSound",
MessageBoxButtons.OK, MessageBoxIcon.Warning);
}
}
/// <summary>Build a Profile POCO from the current MainForm control state. Used by the
/// Save / Save as / SerializeCurrentStateAsProfile paths so the snapshotting logic lives
/// in one place.</summary>
private Profile BuildCurrentProfile(string title)
{
var profile = new Profile { Title = title };
settings.CopyTo(profile);
// Carry the active read-only (lock) flag into the saved snapshot. Without this line a
// deliberate save of a locked profile — e.g. the "save through the lock" flow Andre
// uses — would write the profile back with ReadOnly defaulting to false, silently
// UNLOCKING it on disk. Next launch the profile would no longer be read-only, the
// unsaved-changes prompt would start firing again, and (worse) that prompt could block
// an unattended auto-update from restarting. The lock flag must survive every save.
profile.ReadOnly = currentProfileReadOnly;
// Likewise the encryption password (stored scrambled) — carried through every save so a
// routine Save never wipes it (same bug class the ReadOnly line above fixes).
profile.Password = RemSoundCrypto.Obfuscate(currentProfilePassword);
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profile.Volume = volumeBar.Value;
profile.Muted = receiver.IsMuted;
profile.ReceiveAudioOn = receiveAudioCheckbox.Checked;
profile.SendAudioOn = sendMyAudioCheckbox.Checked;
profile.SelectedWasapiReceiveOutputs = ExtractCheckedDeviceIds(receiveOutputDevicesList);
profile.SelectedAsioReceiveOutputs = ExtractCheckedDeviceIds(asioReceiveOutputDevicesList);
profile.SelectedWasapiSendOutputs = ExtractCheckedDeviceIds(sendOutputDevicesList);
profile.SelectedWasapiSendInputs = ExtractCheckedDeviceIds(sendInputDevicesList);
profile.SelectedAsioSendInputs = ExtractCheckedDeviceIds(asioSendDevicesList);
profile.SelectedConnectedPeers = GatherSelectedPeerEntries();
return profile;
}
/// <summary>Common save body — gathers all current state into a Profile and writes it.
/// On success, becomes the active profile (sets currentProfileTitle, updates window
/// title, refreshes button visibility, and shows a confirmation popup).</summary>
private void SaveProfileTo(string title) => SaveProfileTo(title, showConfirmation: true);
private void SaveProfileTo(string title, bool showConfirmation)
{
if (profileStore is null) return;
try
{
SaveCurrentStateToProfileFile(title);
AppendLogEntry($"profile saved: \"{title}\"");
// Save cue (2026-05-28): fires after any successful save — Save AND Save As, since
// both routes funnel through this single method. Honours the EnableSaveCue per-
// profile flag; the cue is silent if the user has unticked it in Preferences or if
// sounds\save.wav doesn't exist and no custom override has been set.
if (settings.LoadEnableSaveCue()) saveSound?.Play();
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unsavedChanges = false;
if (showConfirmation && !AppConfig.Load().SaveProfileConfirmationSuppressed)
{
// Explicit confirmation. Without this the only feedback is the silent
// baseline-diff reset; sighted users miss it, screen-reader users only catch
// it on the next focus event. TaskDialog (not MessageBox) so we can attach a
// "Do not show me this again" verification checkbox — NVDA reads the checkbox
// as part of the dialog tab order, and once ticked the preference persists in
// remsound.config.json. Suppressed entirely when invoked from the close-
// confirmation flow (the user already confirmed save+exit; extra Enter = friction).
ShowSaveConfirmationDialog(title);
}
}
catch (Exception ex)
{
MessageBox.Show(this, $"Could not save profile: {ex.Message}", "RemSound",
MessageBoxButtons.OK, MessageBoxIcon.Warning);
}
}
/// <summary>Builds a Profile from the current control state and writes it via the store.
/// Doesn't touch UI feedback — that's the caller's job. Throws on store failure.</summary>
private void SaveCurrentStateToProfileFile(string title)
{
if (profileStore is null) return;
var profile = BuildCurrentProfile(title);
// If the active profile has a tracked path (set by Save As or by startup load),
// write to that exact location — even if it's outside BaseDirectory. Otherwise
// (no path tracked, e.g. blank-template-direct-save edge case) fall through to the
// store's BaseDirectory-relative save.
if (!string.IsNullOrEmpty(currentProfilePath))
{
var dir = Path.GetDirectoryName(currentProfilePath);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
var json = JsonSerializer.Serialize(profile, new JsonSerializerOptions { WriteIndented = true });
File.WriteAllText(currentProfilePath, json);
}
else
{
profileStore.Save(profile);
currentProfilePath = profileStore.PathFor(title);
}
currentProfileTitle = title;
Text = FormatWindowTitle(title);
AccessibleName = Text;
}
/// <summary>Mark the profile as having unsaved user changes. No-op while a profile is
/// being applied programmatically (otherwise loading a profile would immediately mark
/// itself dirty). Hooked from peer (de)selection plus a few other key paths; the close
/// path also does a JSON-state diff as a safety net to catch settings we forgot to hook.</summary>
private void MarkProfileDirty()
{
if (applyingProfile) return;
unsavedChanges = true;
}
/// <summary>Handle the user ticking / unticking File → Lock profile (read-only). Updates
/// the in-memory flag, refreshes the window title's "(read-only)" suffix, and persists
/// the new value to the profile JSON on disk via <see cref="PersistReadOnlyFlagOnly"/>.
/// We MUST persist immediately because the very next user action might be the close
/// (the whole point of the feature is that close is unattended); waiting for an explicit
/// Save would defeat the point. 2026-05-22 — Andre's request.</summary>
private void OnLockProfileToggled(bool readOnly)
{
currentProfileReadOnly = readOnly;
Text = FormatWindowTitle(currentProfileTitle);
AccessibleName = Text;
PersistReadOnlyFlagOnly(readOnly);
AppendLogEntry($"profile read-only flag set to {readOnly} for \"{currentProfileTitle ?? "(blank template)"}\"");
}
/// <summary>Write JUST the ReadOnly flag back to the profile file on disk, without
/// touching any of the user's in-session edits. Used by <see cref="OnLockProfileToggled"/>
/// so toggling lock-state writes the flag immediately but leaves every other unsaved
/// change exactly as-is — without this carve-out, unlocking a profile that has unsaved
/// edits would either have to ignore them (losing user intent) or flush them (defeating
/// "the lock writes the lock, nothing else"). Approach: read the profile JSON, deserialise,
/// flip ONE field, re-serialise, write back. Blank-template case (no path) is a silent
/// no-op — there's no file to update, and the user's lock state lives in memory until
/// they Save As, at which point Save As builds a fresh Profile and writes whatever
/// flag the in-memory state has.</summary>
private void PersistReadOnlyFlagOnly(bool readOnly)
{
if (string.IsNullOrEmpty(currentProfilePath)) return;
if (!File.Exists(currentProfilePath)) return;
try
{
var json = File.ReadAllText(currentProfilePath);
var profile = JsonSerializer.Deserialize<Profile>(json);
if (profile is null) return;
if (profile.ReadOnly == readOnly) return; // no change, skip the rewrite
profile.ReadOnly = readOnly;
var newJson = JsonSerializer.Serialize(profile, new JsonSerializerOptions { WriteIndented = true });
File.WriteAllText(currentProfilePath, newJson);
}
catch (Exception ex)
{
// Don't bother the user with a MessageBox for a flag-write failure — they'd just
// see "couldn't persist the lock flag" with no actionable detail. Log and move
// on; the in-memory state already reflects the toggle, so the current session
// works correctly. Next launch the file's flag wins, but a single failed write
// is rare enough that it's not worth a dialog.
AppendLogEntry($"failed to persist read-only flag: {ex.GetType().Name}: {ex.Message}");
}
}
/// <summary>File → Change this profile's password. Shows the current password (plain text,
/// for the screen reader) in a dialog; on OK, updates the in-memory value and writes JUST
/// the password back to the profile file straight away — same immediate-persist approach as
/// the lock flag, since the password needs to be there next time the profile is loaded.
/// Requires a saved profile (a password is meaningless on the blank template, which has no
/// file to attach it to). 2026-05-31.</summary>
private void ChangeProfilePassword()
{
if (string.IsNullOrEmpty(currentProfileTitle) || string.IsNullOrEmpty(currentProfilePath))
{
MessageBox.Show(this,
"There's no saved profile to attach a password to yet. Save the current setup as a profile first (File → Save as), then set its password.",
AppName, MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
var entered = ProfilePasswordDialog.Show(currentProfileTitle, currentProfilePassword);
if (entered is null) return; // cancelled
currentProfilePassword = entered;
RecomputeAudioCrypto();
PersistPasswordOnly(entered);
AppendLogEntry($"profile password changed for \"{currentProfileTitle}\" (now {(entered.Length == 0 ? "cleared" : "set")})");
}
/// <summary>Write JUST the (scrambled) password back to the profile file, leaving every
/// other in-session edit untouched — the same carve-out <see cref="PersistReadOnlyFlagOnly"/>
/// uses for the lock flag, so changing the password doesn't silently flush unrelated unsaved
/// changes. Read the JSON, set one field, write it back. Blank-template (no path) is a no-op.</summary>
private void PersistPasswordOnly(string plaintextPassword)
{
if (string.IsNullOrEmpty(currentProfilePath)) return;
if (!File.Exists(currentProfilePath)) return;
try
{
var json = File.ReadAllText(currentProfilePath);
var profile = JsonSerializer.Deserialize<Profile>(json);
if (profile is null) return;
profile.Password = RemSoundCrypto.Obfuscate(plaintextPassword);
var newJson = JsonSerializer.Serialize(profile, new JsonSerializerOptions { WriteIndented = true });
File.WriteAllText(currentProfilePath, newJson);
}
catch (Exception ex)
{
AppendLogEntry($"failed to persist profile password: {ex.GetType().Name}: {ex.Message}");
}
}
/// <summary>Derive the audio key + fingerprint from the current profile password (cached so
/// the slow derivation only runs when the password actually changes) and push them down to
/// the sender and receiver. No password → null key → no audio flows (encryption is
/// mandatory). Called on password change, when audio is (re)configured, and on the streaming
/// gate. 2026-05-31.</summary>
private void RecomputeAudioCrypto()
{
if (currentProfilePassword != lastDerivedPassword)
{
if (string.IsNullOrEmpty(currentProfilePassword))
{
currentAudioKey = null;
currentAudioFingerprint = null;
}
else
{
currentAudioKey = RemSoundCrypto.DeriveKey(currentProfilePassword);
currentAudioFingerprint = RemSoundCrypto.Fingerprint(currentProfilePassword);
}
lastDerivedPassword = currentProfilePassword;
}
sender.AudioKey = currentAudioKey;
sender.AudioFingerprint = currentAudioFingerprint;
receiver.AudioKey = currentAudioKey;
receiver.AudioFingerprint = currentAudioFingerprint;
}
/// <summary>The "you need a password before any audio can flow" gate. Called when the user
/// ticks Send my audio or Receive audio. If the active profile has no password, prompt for
/// one; if they give one, set it (and offer to save it to the profile); if they cancel,
/// un-tick the box. Returns true if streaming may proceed.</summary>
private bool EnsureStreamingPassword(AccessibleCheckBox box)
{
if (!box.Checked) return true; // turning OFF never needs a password
if (!string.IsNullOrEmpty(currentProfilePassword)) return true; // already have one
var label = string.IsNullOrEmpty(currentProfileTitle) ? "this session" : currentProfileTitle;
var entered = ProfilePasswordDialog.Show(label, "", requireNonEmpty: true);
if (string.IsNullOrEmpty(entered))
{
// No password → can't stream. Put the box back without re-firing this gate.
suppressStreamingPasswordGate = true;
box.Checked = false;
suppressStreamingPasswordGate = false;
return false;
}
currentProfilePassword = entered;
RecomputeAudioCrypto();
// Offer to remember it on the profile (if we're on a saved one).
if (!string.IsNullOrEmpty(currentProfileTitle) && !string.IsNullOrEmpty(currentProfilePath))
{
var save = ForegroundDialog.Show(owner => MessageBox.Show(owner,
$"Save this password to profile \"{currentProfileTitle}\" so you don't have to type it next time?",
AppName, MessageBoxButtons.YesNo, MessageBoxIcon.Question));
if (save == DialogResult.Yes) PersistPasswordOnly(currentProfilePassword);
}
return true;
}
/// <summary>Send/receive checkbox handler with the password gate in front of it. Replaces the
/// bare HandleCapabilityChange + MarkProfileDirty wiring.</summary>
private void OnStreamingCheckboxChanged(AccessibleCheckBox box)
{
if (suppressStreamingPasswordGate) return;
if (!EnsureStreamingPassword(box)) return;
HandleCapabilityChange();
MarkProfileDirty();
// Audible feedback for the toggle, whether the user clicked the checkbox or pressed the
// mute hotkey (the hotkey flips .Checked, which routes through here too). Suppressed during
// profile load by the suppressStreamingPasswordGate guard above, so loading a profile that
// has send/receive on doesn't blast the cues.
PlayStreamToggleCue(box);
}
/// <summary>Play the send/receive turned-on / turned-off cue for a streaming checkbox toggle.
/// Machine-wide cues (enable flags in AppConfig); silent when the cue is unticked or absent.</summary>
private void PlayStreamToggleCue(AccessibleCheckBox box)
{
var on = box.Checked;
var cfg = AppConfig.Load();
if (box == sendMyAudioCheckbox)
{
if (on) { if (cfg.EnableSendOnCue) sendOnSound?.Play(); }
else { if (cfg.EnableSendOffCue) sendOffSound?.Play(); }
}
else if (box == receiveAudioCheckbox)
{
if (on) { if (cfg.EnableReceiveOnCue) receiveOnSound?.Play(); }
else { if (cfg.EnableReceiveOffCue) receiveOffSound?.Play(); }
}
}
/// <summary>Play the minimise(hide) or restore(show) cue. Called by the tray controller when the
/// window actually transitions to/from hidden. Machine-wide enable flags; silent when unticked
/// or the cue WAV is absent.</summary>
public void PlayWindowVisibilityCue(bool show)
{
var cfg = AppConfig.Load();
if (show) { if (cfg.EnableShowCue) showSound?.Play(); }
else { if (cfg.EnableHideCue) hideSound?.Play(); }
}
/// <summary>True while a peer-security warning dialog is on screen — set so the 1 Hz status
/// tick that raises it can't re-enter and stack (or churn the UI under) a second one.</summary>
private bool securityWarningShowing;
/// <summary>Once a second, surface any password mismatch / out-of-date peer the receiver has
/// detected from peers' advertised fingerprints — once per change, not every tick — so a
/// silent encrypted stream is never an unexplained mystery.</summary>
private void CheckPeerSecurity()
{
if (securityWarningShowing) return; // a warning is already up — don't re-enter or stack
foreach (var kv in receiver.GetPeerSecurityStatuses())
{
var addr = kv.Key;
var status = kv.Value;
if (!IsSelectedPeerAddress(addr)) continue;
if (status is PeerSecurityStatus.Secure or PeerSecurityStatus.Unknown)
{
lastSecurityWarned.Remove(addr);
continue;
}
if (lastSecurityWarned.TryGetValue(addr, out var warned) && warned == status) continue;
lastSecurityWarned[addr] = status;
AppendLogEntry($"security: {status} with {addr}");
var msg = status == PeerSecurityStatus.PasswordMismatch
? $"You and {addr} have different passwords, so no audio will pass between you.\n\nMake sure you've both set the same password (File → Change this profile's password)."
: $"{addr} is running an older version of RemSound that can't connect securely. They need to update before audio can flow between you.";
// Show it front-and-centre, and FREEZE the 1 Hz status tick while it's up. This dialog is
// raised FROM that tick; left running, the tick keeps firing into the modal loop and
// re-runs the peer-list rebuild (SyncAllPeerLists) UNDER the dialog, which knocks it out
// of the foreground — it "flashed away before I could click OK" (Ed, 2026-06-11). The
// timer-stop + re-entry guard make exactly one warning show and stay put until dismissed.
securityWarningShowing = true;
statusTimer.Stop();
try
{
ForegroundDialog.Show(owner =>
MessageBox.Show(owner, msg, AppName, MessageBoxButtons.OK, MessageBoxIcon.Warning));
}
finally
{
statusTimer.Start();
securityWarningShowing = false;
}
return; // one warning per tick; a second affected peer surfaces on the next tick
}
}
private bool IsSelectedPeerAddress(System.Net.IPAddress addr) =>
selectedPeerEndpoints.Values.Any(e => e.Address.Equals(addr));
/// <summary>Options → Profile passwords. Opens the password-manager list; if the user changed
/// any password, re-sync the active profile's password from disk (the manager wrote it there)
/// and re-derive the audio key so the live session uses the new password immediately.</summary>
private void OpenProfilePasswordManager()
{
if (profileStore is null)
{
MessageBox.Show(this, "Profile system not active in this run.", AppName,
MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
var changed = ProfilePasswordManagerDialog.Show(this, profileStore);
if (!changed) return;
if (!string.IsNullOrEmpty(currentProfilePath) && File.Exists(currentProfilePath))
{
try
{
var profile = JsonSerializer.Deserialize<Profile>(File.ReadAllText(currentProfilePath));
currentProfilePassword = RemSoundCrypto.Deobfuscate(profile?.Password);
RecomputeAudioCrypto();
AppendLogEntry("active profile password refreshed from the password manager");
}
catch { /* benign — worst case the change applies on next load */ }
}
}
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private static List<string> ExtractCheckedDeviceIds(CheckedListBox list)
{
var result = new List<string>();
for (var i = 0; i < list.Items.Count; i++)
{
if (!list.GetItemChecked(i)) continue;
if (list.Items[i] is AudioDeviceChoice choice && !string.IsNullOrEmpty(choice.DeviceId))
{
result.Add(choice.DeviceId);
}
}
return result;
}
/// <summary>Collect the currently-connected peers as their original entry text (the
/// user's typed string, e.g. "remote.ednun.com:47830" or "192.168.1.2"). Stored in the
/// profile so a profile reload re-resolves the hostname (in case the IP has changed)
/// and reconnects via the same code path the user uses for manual peer adds. Falls back
/// to "address:port" when we don't have the original text — happens for peers that
/// arrived via discovery rather than a manual add.</summary>
private List<string> GatherSelectedPeerEntries()
{
var result = new List<string>();
foreach (var (instanceId, endpoint) in selectedPeerEndpoints)
{
// Preferred: original text the user typed (preserves hostnames vs IPs).
string? entry = null;
foreach (var (text, id) in rememberedPeerInstanceIds)
{
if (id == instanceId) { entry = text; break; }
}
if (string.IsNullOrEmpty(entry))
{
// Fall back to the discovery label, then to address:port literal.
if (selectedPeerLabels.TryGetValue(instanceId, out var label) && !string.IsNullOrWhiteSpace(label))
{
entry = label;
}
else
{
entry = $"{endpoint.Address}:{endpoint.Port}";
}
}
if (!result.Contains(entry, StringComparer.OrdinalIgnoreCase)) result.Add(entry);
}
return result;
}
/// <summary>Re-establish the connections that were active when the profile was saved.
/// Mirrors <see cref="AddManualPeerAsync"/> but quieter — failures (DNS, empty entry)
/// log to the diagnostic file instead of popping a MessageBox, because we don't want
/// a startup-time profile load to fire several modal dialogs at the user. Selected
/// peers that resolve become connected exactly as if the user had typed them.</summary>
private void ReconnectSavedPeers(IReadOnlyList<string> entries)
{
foreach (var entry in entries)
{
if (string.IsNullOrWhiteSpace(entry)) continue;
_ = ReconnectOneSavedPeerAsync(entry);
}
}
private async Task ReconnectOneSavedPeerAsync(string entry)
{
try
{
var address = await ResolvePeerAddressAsync(entry);
if (address is null)
{
AppendLogEntry($"profile reconnect: could not resolve \"{entry}\"; skipping");
return;
}
var rememberedEntries = settings.LoadRememberedPeers()
.Select(static value => value.Trim())
.ToHashSet(StringComparer.OrdinalIgnoreCase);
rememberedEntries.Add(entry.Trim());
settings.SaveRememberedPeers(rememberedEntries);
var peer = CreateManualPeer(entry, address);
manualPeers[peer.InstanceId] = peer;
rememberedPeerInstanceIds[entry.Trim()] = peer.InstanceId;
SelectPeer(peer, fromProfileRestore: true);
PushDiscoveryUnicastHints();
logFile.Event($"profile reconnect: \"{entry}\" → {address}:{peer.AudioPort}");
RefreshKnownPeers();
// CRITICAL: SelectPeer alone only updates the receiver's allow-list and the
// selectedPeerEndpoints dictionary; it does NOT engage the audio sender's outbound
// peer list. Without this ApplyAudioRuntime call, profile-restored peers showed
// up "ticked" in the UI but the sender never actually transmitted to them, leaving
// the user staring at "pending" heartbeat for ~40-60 s until the relay's stale-slot
// timeout expired (or until the user manually unticked + re-ticked, which DOES
// route through the runtime apply). Observed in logs from 2026-05-05.
ApplyAudioRuntime();
}
catch (Exception ex)
{
AppendLogEntry($"profile reconnect: \"{entry}\" failed: {ex.GetType().Name}: {ex.Message}");
}
}
// OpenManageProfilesDialog and ProfileManagementDialog removed in Phase 4 of the
// 2026-05-06 UI refactor. Profile management lives inline on the Profiles & preferences
// tab — see BuildProfilesPrefsTab + SwitchSelectedProfile / RenameSelectedProfile /
// DeleteSelectedProfile.
/// <summary>Builds the live tooltip shown over the system-tray icon — sums up peer count
/// and send / receive routing into a single readable line. Kept under the 127-character
/// NotifyIcon limit by construction; the tray controller truncates with an ellipsis as a
/// belt-and-braces if a future addition ever pushes it over.
///
/// Examples:
/// * RemSound — not connected
/// * RemSound — recording for 2:34 — not connected
/// * RemSound — 2 peers, sending (WASAPI), receiving (WASAPI)
/// * RemSound — recording for 1:23:45, 2 peers, sending (WASAPI), receiving (WASAPI)
/// </summary>
private string BuildTrayTooltip()
{
// Healthy-peer count. Heartbeats define "connected" — a peer ticked in the list but
// never reachable doesn't count, because the user cares about who they can actually
// talk to right now, not who they intend to.
var healthyPeers = 0;
if (heartbeatService is not null)
{
foreach (var ph in heartbeatService.GetAllPeerHealth())
{
if (ph.State == PeerHealthState.Healthy) healthyPeers++;
}
}
// Recording status — a plain "recording" flag while a capture is running, with no
// elapsed timer. A live timer would have to rewrite the tooltip every second, which
// fights the tray icon's re-stamp-on-change behaviour: it would either flicker the
// icon once a second or leave a screen reader announcing a stale time next to the live
// one. Recording starting and stopping are real state changes that re-stamp cleanly;
// the second-by-second count is intentionally left to the main window. Slots in right
// after the "RemSound" leader so it reads as a status on the app itself rather than a
// property of the peer list.
string? recordingPart = recordingController.IsRecording ? "recording" : null;
if (healthyPeers == 0 && !sendMyAudioCheckbox.Checked && !receiveAudioCheckbox.Checked)
{
return recordingPart is null
? "RemSound — not connected"
: $"RemSound — {recordingPart} — not connected";
}
var parts = new List<string> { "RemSound" };
if (recordingPart is not null) parts.Add(recordingPart);
var peerText = healthyPeers switch
{
0 => "no peers",
1 => "1 peer",
_ => $"{healthyPeers} peers",
};
parts.Add(peerText);
// Direction lines — only added when the corresponding direction is actually on. The
// lane label (WASAPI / ASIO / WASAPI + ASIO) is derived from which device-list ticks
// are active, NOT from the audio-mode setting alone: in BothIndependent a user can
// still have ticked WASAPI inputs only, in which case the tray should honestly say
// "WASAPI" rather than "WASAPI + ASIO".
if (sendMyAudioCheckbox.Checked)
{
var hasWasapiSend = AnyChecked(sendInputDevicesList) || AnyChecked(sendOutputDevicesList);
var hasAsioSend = AnyChecked(asioSendDevicesList);
parts.Add($"sending ({DescribeLanes(hasWasapiSend, hasAsioSend)})");
}
if (receiveAudioCheckbox.Checked)
{
var hasWasapiReceive = AnyChecked(receiveOutputDevicesList);
var hasAsioReceive = AnyChecked(asioReceiveOutputDevicesList);
parts.Add($"receiving ({DescribeLanes(hasWasapiReceive, hasAsioReceive)})");
}
return string.Join(", ", parts);
}
/// <summary>Convenience for BuildTrayTooltip — true if the given CheckedListBox has at
/// least one ticked item. Defensive against null lists (the layout builders run async on
/// startup, so the tooltip refresh CAN fire one tick before they exist).</summary>
private static bool AnyChecked(CheckedListBox? list)
{
if (list is null) return false;
return list.CheckedItems.Count > 0;
}
/// <summary>Pretty-print "WASAPI", "ASIO", "WASAPI + ASIO", or "no devices" depending
/// on which of the two flags are set. "no devices" covers the awkward case where the
/// user has the send/receive checkbox on but hasn't ticked anything for the engine to
/// chew on — better to say so in the tooltip than imply silent activity.</summary>
private static string DescribeLanes(bool wasapi, bool asio) =>
(wasapi, asio) switch
{
(true, true) => "WASAPI + ASIO",
(true, false) => "WASAPI",
(false, true) => "ASIO",
_ => "no devices",
};
/// <summary>Well-known cue identifiers used as keys into
/// <see cref="AppConfig.CustomCuePaths"/>. Stable strings — don't rename without writing
/// a migration, because users' Preferences-set custom paths are stored under these keys
/// in <c>remsound.config.json</c>. Centralised here so the Preferences dialog and the
/// MainForm load path agree on the spellings.</summary>
internal static class CueId
{
public const string Connect = "connect";
public const string Disconnect = "disconnect";
public const string RecordStart = "record-start";
public const string RecordStop = "record-stop";
public const string Save = "save";
public const string ProfileSwitch = "profile-switch";
public const string ProfileMenuOpen = "profile-menu-open";
public const string Update = "update";
// Startup cue is special: it plays from Program.cs before any profile loads, so its
// enable flag and custom-path live machine-wide in AppConfig, not the per-profile
// settings store. This id is still used by the Preferences cue list for display/keying.
public const string Startup = "startup";
// Send/receive toggle + minimise(hide)/restore(show) cues (2026-06-13). Also machine-wide
// (enable flags + custom paths in AppConfig) - app-level feedback, not per-profile audio.
public const string SendOn = "send-on";
public const string SendOff = "send-off";
public const string ReceiveOn = "receive-on";
public const string ReceiveOff = "receive-off";
public const string Hide = "hide";
public const string Show = "show";
// Played on every checkbox tick/untick across the whole app (CheckSoundService).
public const string CheckboxOn = "checkbox-on";
public const string CheckboxOff = "checkbox-off";
}
/// <summary>Load one cue sound. Resolution order:
/// (1) if the active profile has a custom path for <paramref name="cueId"/> AND the
/// referenced file exists, use that — the user-supplied override.
/// (2) otherwise the default WAV in <c>sounds\</c> next to RemSound.exe, named
/// <paramref name="defaultFileName"/>.
/// (3) otherwise null — the cue silently doesn't play. New cues without a shipped
/// default WAV (e.g. save.wav and profile.wav before the project owner supplies
/// them) land here and the rest of the app keeps working.
///
/// Custom paths are per-profile (changed from machine-wide in v3.0.3 development) so
/// each profile can carry its own cue palette. The settings cache mirrors the active
/// profile's CustomCuePaths dictionary and is the runtime source of truth.</summary>
private void TryLoadCueSound(string cueId, string defaultFileName, out CuePlayer? player)
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{
player = null;
try
{
string? path = null;
var customPath = settings.LoadCustomCuePath(cueId);
if (string.IsNullOrWhiteSpace(customPath)
&& AppConfig.Load().MachineCueCustomPaths.TryGetValue(cueId, out var machinePath))
{
// Machine-wide cues (send/receive/hide/show) keep their custom override in AppConfig.
customPath = machinePath;
}
if (!string.IsNullOrWhiteSpace(customPath) && File.Exists(customPath))
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{
path = customPath;
logFile.Event($"cue sound '{cueId}': using custom path {customPath}");
}
else
{
// The cue ships as numbered variants ("connect 1.wav", "connect 2.wav", ...);
// resolve the machine-wide chosen default (or the first variant) for this cue.
var defaultPath = CueSounds.ResolveDefaultPath(cueId, defaultFileName, AppConfig.Load());
if (defaultPath is not null && File.Exists(defaultPath))
{
path = defaultPath;
}
else
{
logFile.Event($"cue sound '{cueId}': no default variant found in sounds\\ and no custom override set — cue will be silent");
return;
}
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}
// CuePlayer reads + plays the file on demand (NAudio), so no pre-load step — and it
// copes with any format, including the 96 kHz / 24-bit cue WAVs and custom user files.
player = new CuePlayer(path);
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}
catch (Exception ex)
{
logFile.Event($"cue sound load failed for '{cueId}': {ex.GetType().Name}: {ex.Message}");
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}
}
/// <summary>Re-load all cue sounds. Called by PreferencesDialog after the user picks a
/// new custom WAV for any cue — re-runs <see cref="TryLoadCueSound"/> for the lot so
/// the cached SoundPlayer instances point at the right file from the next play onward.
/// </summary>
public void ReloadAllCueSounds()
{
TryLoadCueSound(CueId.Connect, "connect.wav", out connectSound);
TryLoadCueSound(CueId.Disconnect, "disconnect.wav", out disconnectSound);
TryLoadCueSound(CueId.RecordStart, "record start.wav", out recordStartSound);
TryLoadCueSound(CueId.RecordStop, "record stop.wav", out recordStopSound);
TryLoadCueSound(CueId.Save, "save.wav", out saveSound);
TryLoadCueSound(CueId.ProfileSwitch, "profile.wav", out profileSwitchSound);
TryLoadCueSound(CueId.ProfileMenuOpen, "profile menu open.wav", out profileMenuOpenSound);
TryLoadCueSound(CueId.Update, "update.wav", out updateSound);
TryLoadCueSound(CueId.SendOn, "send on.wav", out sendOnSound);
TryLoadCueSound(CueId.SendOff, "send off.wav", out sendOffSound);
TryLoadCueSound(CueId.ReceiveOn, "recieve on.wav", out receiveOnSound);
TryLoadCueSound(CueId.ReceiveOff, "recieve off.wav", out receiveOffSound);
TryLoadCueSound(CueId.Hide, "minimise.wav", out hideSound);
TryLoadCueSound(CueId.Show, "maximise.wav", out showSound);
// The app-wide checkbox tick/untick sounds live in their own service; keep them in step.
CheckSoundService.Reload();
// After a reload (e.g. the user changed a cue in Preferences), warn about any cue that's
// switched on but whose sound file is missing. Skipped during construction (no window yet);
// OnShown does the first-launch pass.
CheckForMissingEnabledCues();
}
private readonly HashSet<string> reportedMissingCues = new(StringComparer.OrdinalIgnoreCase);
/// <summary>For every cue that's switched ON but whose sound file couldn't be found (player is
/// null - e.g. a custom WAV was deleted, or a chosen sound is gone), turn the cue off and tell
/// the user, front-most, once per cue. They re-enable it by choosing a sound in Preferences.</summary>
private void CheckForMissingEnabledCues()
{
if (!IsHandleCreated) return; // need a window so the warning can surface
var cfg = AppConfig.Load();
(CuePlayer? Player, bool Enabled, Action Disable, string Name, string When)[] cues =
{
(connectSound, settings.LoadEnableConnectCue(), () => settings.SaveEnableConnectCue(false), "connect", "a peer connects"),
(disconnectSound, settings.LoadEnableDisconnectCue(), () => settings.SaveEnableDisconnectCue(false), "disconnect", "a peer disconnects"),
(recordStartSound, settings.LoadEnableRecordStartCue(), () => settings.SaveEnableRecordStartCue(false), "recording start", "you start recording"),
(recordStopSound, settings.LoadEnableRecordStopCue(), () => settings.SaveEnableRecordStopCue(false), "recording stop", "you stop recording"),
(saveSound, settings.LoadEnableSaveCue(), () => settings.SaveEnableSaveCue(false), "profile saved", "you save a profile"),
(profileSwitchSound, settings.LoadEnableProfileSwitchCue(), () => settings.SaveEnableProfileSwitchCue(false), "profile switched", "you switch profile"),
(profileMenuOpenSound, settings.LoadEnableProfileMenuOpenCue(), () => settings.SaveEnableProfileMenuOpenCue(false), "profile menu open", "the quick profile menu opens"),
(updateSound, settings.LoadEnableUpdateCue(), () => settings.SaveEnableUpdateCue(false), "update", "an update is about to install"),
(sendOnSound, cfg.EnableSendOnCue, () => SetMachineCueEnabled(c => c.EnableSendOnCue = false), "send turned on", "you turn sending on"),
(sendOffSound, cfg.EnableSendOffCue, () => SetMachineCueEnabled(c => c.EnableSendOffCue = false), "send turned off", "you turn sending off"),
(receiveOnSound, cfg.EnableReceiveOnCue, () => SetMachineCueEnabled(c => c.EnableReceiveOnCue = false), "receive turned on", "you turn receiving on"),
(receiveOffSound, cfg.EnableReceiveOffCue, () => SetMachineCueEnabled(c => c.EnableReceiveOffCue = false), "receive turned off", "you turn receiving off"),
(hideSound, cfg.EnableHideCue, () => SetMachineCueEnabled(c => c.EnableHideCue = false), "minimise", "RemSound minimises to the tray"),
(showSound, cfg.EnableShowCue, () => SetMachineCueEnabled(c => c.EnableShowCue = false), "restore", "RemSound is restored from the tray"),
};
foreach (var c in cues)
{
if (c.Enabled && c.Player is null)
{
c.Disable();
ReportMissingCueSound(c.Name, c.When);
}
}
}
private static void SetMachineCueEnabled(Action<AppConfig> set)
{
var c = AppConfig.Load();
set(c);
try { c.Save(); } catch { /* harmless — the cue is silent regardless this session */ }
}
/// <summary>Surface the "couldn't find a cue's sound file" message, front-most even when RemSound
/// is minimised, once per cue per session. The cue has already been turned off by the caller.</summary>
private void ReportMissingCueSound(string name, string when)
{
if (!reportedMissingCues.Add(name)) return;
logFile.Event($"cue sound '{name}': enabled but file missing — cue turned off, informing the user");
BeginInvoke(() =>
{
try { RestoreFromTray(); } catch { /* surfacing is best-effort */ }
MessageBox.Show(this,
$"RemSound was unable to find the {name} sound file used when {when}. " +
"RemSound has set this particular audio cue to not play for now, until a new sound file is specified.",
"RemSound — missing sound file", MessageBoxButtons.OK, MessageBoxIcon.Warning);
});
}
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/// <summary>
/// Compares current peer-health states to the last-seen states and plays a connect /
/// disconnect cue on the relevant transitions. Driven from the 1 Hz snapshot tick. Rules:
/// • Any state → Healthy: play connect cue (first connection, or a stale/unreachable peer
/// came back).
/// • Healthy or Stale → Unreachable: play disconnect cue. We deliberately do NOT fire a
/// disconnect cue for Unknown → Unreachable — that's "we typed an address but never got
/// a single heartbeat reply", which is a connect-failed event, not a connect-then-lost
/// event. Playing a disconnect ding for a peer that never connected is jarring and was
/// observed at jam-session start when the relay/peer hadn't paired yet.
/// • Tracked peer disappeared from the list (deselected): play disconnect if the peer was
/// Healthy at the last observation — quiet otherwise.
/// Stale is ignored (it's a transient between Healthy and Unreachable).
/// </summary>
private void DetectAndAnnouncePeerHealthTransitions()
{
if (heartbeatService is null) return;
var current = heartbeatService.GetAllPeerHealth();
var seenKeys = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
// How recently audio must have arrived to count the peer as "audibly connected". Audio
// arrives hundreds of times a second, so a 3-second gap is a genuine interruption, not
// jitter. Disconnect also requires the heartbeat to be Unreachable (5 s of no reply), so
// the heartbeat is the slower gate for a real, total loss.
var audioWindow = TimeSpan.FromSeconds(3);
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foreach (var ph in current)
{
var key = $"{ph.AudioEndpoint.Address}:{ph.AudioEndpoint.Port}";
seenKeys.Add(key);
var audioFlowing = receiver.IsAudioFlowingFrom(ph.AudioEndpoint.Address, audioWindow);
// Connected the moment audio arrives OR the heartbeat is solidly healthy; lost only
// when audio has stopped AND the heartbeat has gone unreachable. The middle ground
// (heartbeat Stale, or audio briefly paused) holds the previous state — hysteresis,
// so a heartbeat blip while audio keeps playing never fires a false disconnect.
var isConnected = audioFlowing || ph.State == PeerHealthState.Healthy;
var isLost = !audioFlowing && ph.State == PeerHealthState.Unreachable;
var wasConnected = peerConnectedState.TryGetValue(key, out var w) && w;
if (isConnected && !wasConnected)
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{
var enabled = settings.LoadEnableConnectCue();
if (enabled) connectSound?.Play();
logFile.Event($"peer connected: {ph.AudioEndpoint} (audio={audioFlowing}, heartbeat={ph.State}) — connect cue {CueOutcome(enabled, connectSound)}");
peerConnectedState[key] = true;
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}
else if (isLost && wasConnected)
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{
var enabled = settings.LoadEnableDisconnectCue();
if (enabled) disconnectSound?.Play();
logFile.Event($"peer disconnected: {ph.AudioEndpoint} (audio stopped, heartbeat={ph.State}) — disconnect cue {CueOutcome(enabled, disconnectSound)}");
peerConnectedState[key] = false;
}
else if (!peerConnectedState.ContainsKey(key))
{
// First sighting and neither clearly connected nor lost (e.g. address typed but
// no audio/pong yet) — seed the state without playing a cue.
peerConnectedState[key] = isConnected;
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}
}
// Peers that vanished from tracking entirely (user deselected). Play disconnect only if
// they were connected when last seen — a peer that never connected stays quiet.
foreach (var key in peerConnectedState.Keys.Where(k => !seenKeys.Contains(k)).ToList())
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{
if (peerConnectedState[key])
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{
var enabled = settings.LoadEnableDisconnectCue();
if (enabled) disconnectSound?.Play();
logFile.Event($"peer disconnected: {key} (deselected while connected) — disconnect cue {CueOutcome(enabled, disconnectSound)}");
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}
peerConnectedState.Remove(key);
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}
}
/// <summary>Describes what actually happened to a cue, for honest logging: "played", "muted
/// in settings", or "enabled but sound not loaded" — so the log never claims a cue rang when
/// no sound came out. 2026-06-02.</summary>
private static string CueOutcome(bool enabled, CuePlayer? sound) =>
!enabled ? "muted in settings" : sound is null ? "enabled but sound not loaded" : "played";
/// <summary>
/// Append each configurable global hotkey to the accessible description of the control or menu
/// item it drives, so NVDA reads e.g. "Start recording … press Control+Shift+Alt+R anywhere"
/// when you land on it. Unset hotkeys clear the hint. Re-run whenever a hotkey is rebound (via
/// hotkeyController.OnHotkeyChanged) so the announcement always matches the current binding.
/// NVDA reads AccessibleDescription after the name/role/state by default. Hotkeys with no
/// dedicated on-screen control (tray show/hide, the remote-control and system-volume keys) have
/// no place to announce and are simply listed in the Keyboard shortcuts dialog.
/// </summary>
private void UpdateHotkeyAnnouncements()
{
sendMyAudioCheckbox.AccessibleDescription = DescribeHotkey(hotkeyController.SendMuteHotkey);
receiveAudioCheckbox.AccessibleDescription = DescribeHotkey(hotkeyController.ReceiveMuteHotkey);
if (startStopRecordingMenuItem is not null)
{
startStopRecordingMenuItem.AccessibleDescription = DescribeHotkey(hotkeyController.ToggleRecordingHotkey);
}
// The received-sound volume slider is driven by two hotkeys (up and down).
var up = hotkeyController.VolumeUpHotkey;
var down = hotkeyController.VolumeDownHotkey;
var parts = new List<string>(2);
if (!up.IsUnset) parts.Add($"press {up} anywhere for volume up");
if (!down.IsUnset) parts.Add($"press {down} anywhere for volume down");
volumeBar.AccessibleDescription = parts.Count == 0 ? "" : string.Join("; ", parts);
}
private static string DescribeHotkey(HotkeyInfo hotkey) =>
hotkey.IsUnset ? "" : $"press {hotkey} anywhere";
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private void NudgeVolume(int deltaPercent)
{
BeginInvoke(() =>
{
var newValue = Math.Clamp(volumeBar.Value + deltaPercent, volumeBar.Minimum, volumeBar.Maximum);
if (newValue == volumeBar.Value) return;
volumeBar.Value = newValue;
receiver.Volume = volumeBar.Value / 100f;
});
}
/// <summary>
/// Send a remote-control Control packet to every currently-tracked peer. Triggered by the
/// global hotkeys configured in the Keyboard shortcuts dialog. The local volume / mute
/// state on THIS machine is deliberately not touched — only peers that have ticked their
/// "Accept remote volume commands from peers" box honour the request. Use case: I'm
/// NVDA-Remote'd into another PC and want to nudge listening volume on the laptop I'm
/// physically at without breaking out of the session.
/// </summary>
/// <param name="kind">VolumeUp / VolumeDown / MuteToggle.</param>
/// <param name="delta">Percent-point delta (signed). Ignored for MuteToggle.</param>
private void SendRemoteControl(RemoteControlKind kind, sbyte delta)
{
if (!connected) return;
var endpoints = SelectedSendEndpoints();
if (endpoints.Length == 0) return;
Span<byte> packet = stackalloc byte[RemPacket.HeaderSize + RemPacket.ControlPayloadSize];
// streamId 0xFFFE for control packets (heartbeat already uses 0xFFFF). Distinct value
// makes diag logs easier to read; the receiver doesn't actually filter on it.
var seq = unchecked((uint)Interlocked.Increment(ref remoteControlSequence));
RemPacket.WriteHeader(packet, RemPacketType.Control, 0xFFFE, seq);
RemPacket.WriteControlPayload(packet[RemPacket.HeaderSize..], kind, delta);
var bytes = packet.ToArray();
var sentTo = 0;
foreach (var ep in endpoints)
{
try
{
if (sender.SendVia(bytes, bytes.Length, ep)) sentTo++;
}
catch (Exception ex)
{
logFile.Event($"remote-control send to {ep} failed: {ex.GetType().Name}: {ex.Message}");
}
}
logFile.Event($"remote-control sent kind={kind} delta={delta} seq={seq} peers={sentTo}/{endpoints.Length}");
}
private int remoteControlSequence;
/// <summary>
/// Handler for incoming Control packets. Runs on the network thread — marshal to UI before
/// touching controls. Gates on (a) the user's <see cref="Profile.AcceptRemoteVolumeCommands"/>
/// preference and (b) the audio allow-list (the sender must already be a ticked peer).
/// We deliberately don't gate on receive-audio-enabled: the volume / mute state is meaningful
/// even when playback is currently off, because the next time the user enables receive
/// they'll hear it at the right level.
/// </summary>
private void HandleRemoteControlPacket(RemoteControlKind kind, sbyte delta, IPEndPoint remote)
{
// Allow-list match by IP only — the sender's source port is their ephemeral outbound,
// not their announced audio port.
var allowed = false;
foreach (var ep in selectedPeerEndpoints.Values)
{
if (ep.Address.Equals(remote.Address)) { allowed = true; break; }
}
if (!allowed)
{
logFile.Event($"remote-control IGNORED (not in allow-list) kind={kind} delta={delta} from={remote}");
return;
}
if (!settings.LoadAcceptRemoteVolumeCommands())
{
logFile.Event($"remote-control IGNORED (Accept remote volume commands is off) kind={kind} delta={delta} from={remote}");
return;
}
BeginInvoke(() =>
{
switch (kind)
{
case RemoteControlKind.VolumeUp:
case RemoteControlKind.VolumeDown:
var nudge = kind == RemoteControlKind.VolumeUp
? Math.Abs((int)delta) // positive
: -Math.Abs((int)delta); // negative
var newValue = Math.Clamp(volumeBar.Value + nudge, volumeBar.Minimum, volumeBar.Maximum);
if (newValue != volumeBar.Value)
{
volumeBar.Value = newValue;
receiver.Volume = volumeBar.Value / 100f;
}
logFile.Event($"remote-control APPLIED kind={kind} delta={delta} new-volume={volumeBar.Value} from={remote}");
break;
case RemoteControlKind.MuteToggle:
receiver.IsMuted = !receiver.IsMuted;
logFile.Event($"remote-control APPLIED kind=MuteToggle muted={receiver.IsMuted} from={remote}");
break;
case RemoteControlKind.SystemVolumeUp:
{
var ok = SystemVolumeHelper.TryStepUp();
var st = SystemVolumeHelper.TryReadState();
logFile.Event($"remote-control APPLIED kind=SystemVolumeUp ok={ok} state={(st is { } v ? $"{(int)(v.scalar * 100)}%{(v.mute ? " MUTED" : "")}" : "?")} from={remote}");
break;
}
case RemoteControlKind.SystemVolumeDown:
{
var ok = SystemVolumeHelper.TryStepDown();
var st = SystemVolumeHelper.TryReadState();
logFile.Event($"remote-control APPLIED kind=SystemVolumeDown ok={ok} state={(st is { } v ? $"{(int)(v.scalar * 100)}%{(v.mute ? " MUTED" : "")}" : "?")} from={remote}");
break;
}
case RemoteControlKind.SystemMuteToggle:
{
var ok = SystemVolumeHelper.TryToggleMute();
var st = SystemVolumeHelper.TryReadState();
logFile.Event($"remote-control APPLIED kind=SystemMuteToggle ok={ok} state={(st is { } v ? $"{(int)(v.scalar * 100)}%{(v.mute ? " MUTED" : "")}" : "?")} from={remote}");
break;
}
}
});
}
// === Latency probe helpers ===
/// <summary>Average send-side accumulator wait — half the active codec frame size. PCM
/// 5 ms → 2.5 ms typical; PCM 2.5 ms → 1.25 ms; Opus 20 ms → 10 ms; tight-latency PCM in
/// AsioOnly bypasses the accumulator entirely so this estimate is an upper bound there.</summary>
private double SenderAccumulatorEstimateMs()
{
if (codecBox.SelectedItem is not CodecChoice item) return 2.5;
var rate = settings.LoadSendRate();
if (item.Codec == AudioTransportCodec.Opus)
{
// EffectiveOpusFrameSamples is samples-per-channel at 48 kHz; ÷ 48 → ms, ÷ 2 → half-frame.
return EffectiveOpusFrameSamples(item.Codec, item.OpusFrameSamples, rate) / 96.0;
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}
// PCM
if (settings.LoadTightLatencyMode() && settings.LoadAudioMode() == AudioMode.AsioOnly)
{
return 0.5; // per-callback ASIO send → ~one ASIO buffer, hard to know without driver introspection
}
return rate == SendRate.Tight ? 1.25 : 2.5;
}
/// <summary>Lowest healthy peer's heartbeat RTT. Used as the wire-time estimate. Returns 0
/// if no peers are healthy.</summary>
private double LowestPeerRttMs()
{
if (heartbeatService is null) return 0;
var min = double.MaxValue;
foreach (var ph in heartbeatService.GetAllPeerHealth())
{
if (ph.State != PeerHealthState.Healthy || ph.RttMs is not { } rtt) continue;
if (rtt < min) min = rtt;
}
return min == double.MaxValue ? 0 : min;
}
/// <summary>Rough render-side buffer estimate. WASAPI shared-mode is ~10 ms typical.
/// BothIndependent has no tee — both lanes run at their native callback rate — so the
/// worse of the two governs perceived delay. ASIO depends on driver buffer settings
/// we don't query, but is always lower than WASAPI in practice, so the WASAPI estimate
/// is what governs in both modes.</summary>
private double RenderBufferEstimateMs() => 10;
/// <summary>
/// Translates a codec choice + the user's Send Rate into the effective Opus frame size in
/// samples-per-channel at 48 kHz. PCM frame size is set separately in AudioSender.SetSendRate.
/// Standard returns the codec's natural frame; Tight halves it (Opus 960 → 480 → 240 → 120
/// floored). Floor is 120 samples = 2.5 ms = standard libopus's RESTRICTED_LOWDELAY minimum.
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/// </summary>
private static int EffectiveOpusFrameSamples(AudioTransportCodec codec, int opusFrameSamples, SendRate rate)
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{
if (codec != AudioTransportCodec.Opus) return opusFrameSamples;
return rate == SendRate.Tight ? Math.Max(120, opusFrameSamples / 2) : opusFrameSamples;
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}
/// <summary>
/// Short codec label for the per-peer line in the connectivity dialog. e.g. "PCM",
/// "Opus 10ms", "Opus 20ms", "Opus 2.5ms". Input is samples-per-channel at 48 kHz; the
/// label derives ms from samples / 48 with up to one decimal place. Uses the same
/// EffectiveOpusFrameSamples the encoder uses so the label reflects the actually-encoded
/// frame size, not the codec menu choice.
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/// </summary>
private static string FormatCodecLabel(AudioTransportCodec codec, int opusFrameSamples)
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{
return codec switch
{
AudioTransportCodec.Opus => $"Opus {Math.Max(1, opusFrameSamples) / 48.0:0.##}ms",
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AudioTransportCodec.Pcm => "PCM",
_ => codec.ToString(),
};
}
/// <summary>
/// Codec value for the SNAP log's Codec column. Reports the codec actually in use rather
/// than the dormant send-codec setting: when receiving, the incoming stream's wire codec
/// (what we're decoding); when sending only, the send codec; and "tx=…/rx=…" when a
/// full-duplex node is sending and receiving with different codecs. This fixes the old
/// behaviour where a receive-only node logged its idle send setting (e.g. "Pcm") while
/// actually decoding "PCM over Opus" — which is exactly what masked a receive session as
/// PCM during the 2026-06 memory-leak investigation.
/// </summary>
private string SnapshotCodecLabel()
{
var rx = receiver.IsRunning ? receiver.ActiveReceiveCodec : null;
if (rx is AudioTransportCodec rxCodec)
{
return sender.IsRunning && sender.Codec != rxCodec
? $"tx={sender.Codec} rx={rxCodec}"
: rxCodec.ToString();
}
return sender.Codec.ToString();
}
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/// <summary>Snap an integer to the nearest 5. Used to keep RTT chatter in the per-peer
/// listbox line low — single-millisecond drift no longer re-announces under NVDA.</summary>
private static int RoundToFive(int value) => ((value + 2) / 5) * 5;
/// <summary>Re-applies the codec/Opus-frame setting after the user changes Send Rate. The
/// PCM frame size is updated by AudioSender.SetSendRate directly; for Opus we have to
/// re-init the encoder via ConfigureCodec.</summary>
private void ApplySendRateToOpus(SendRate rate)
{
if (codecBox.SelectedItem is CodecChoice item && item.Codec == AudioTransportCodec.Opus)
{
var effectiveSamples = EffectiveOpusFrameSamples(item.Codec, item.OpusFrameSamples, rate);
sender.ConfigureCodec(item.Codec, effectiveSamples);
logFile.Event($"send rate changed to {rate} → Opus frame {effectiveSamples / 48.0:0.##}ms");
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}
else
{
logFile.Event($"send rate changed to {rate} (PCM)");
}
}
private static int ResolveCodecIndex(AudioTransportCodec codec, int opusFrameSamples)
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{
if (codec == AudioTransportCodec.Pcm) return 0;
// Opus 120 (2.5 ms — live latency) = index 2. Anything else (including the retired
// 10 ms middle (480) and the never-exposed 5 ms (240)) collapses to index 1
// (broadcast quality / 20 ms), the safer default — losing a little latency is the
// less surprising outcome on upgrade than losing loss tolerance. v2.x profiles that
// saved OpusFrameMilliseconds=10 (which the settings store migrates to 480 samples
// via the <120 sentinel) land here on the broadcast side; users who specifically
// want low latency re-pick "live latency" from the dropdown.
return opusFrameSamples switch
{
120 => 2,
_ => 1,
};
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}
// ===================== Auto-tune =====================
/// <summary>(Re)configures the continuous-tune timer based on the current checkbox / combo
/// state held in <see cref="continuousTuneEnabled"/> / <see cref="continuousTuneIntervalSec"/>.
/// Called whenever either changes (in the dialog) or at startup. The timer fires when
/// either lane has auto-tune enabled — in classic modes that's just the single WASAPI/
/// Mixed flag; in BothIndependent either WASAPI or ASIO being on is enough to keep the
/// timer running. The per-route filtering inside the tick gates which sliders actually
/// move.</summary>
/// <summary>True if either lane's continuous auto-tune is enabled. Used by the shared
/// interval combo's Enabled state — the combo governs both lanes' tick rates, so it
/// should be usable as long as at least one lane wants ticking. Reading from the live
/// checkbox states keeps this consistent with the lane's checkbox even before the
/// CheckedChanged handlers have updated the persisted setting.</summary>
private bool AnyAutoTuneEnabled()
{
var inBothIndependent = settings.LoadAudioMode() == AudioMode.BothIndependent;
var asioOn = inBothIndependent && continuousTuneAsioBox.Checked;
return continuousTuneEnabled || asioOn;
}
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private void ApplyContinuousTuneTimer()
{
continuousTuneTimer.Stop();
var inBothIndependent = settings.LoadAudioMode() == AudioMode.BothIndependent;
var asioEnabled = inBothIndependent && settings.LoadContinuousAutoTuneAsioEnabled();
// Auto-tune needs the per-second diag snapshot (arrival-gap and render-callback-gap
// history) to make its recommendation. Make sure the engine's instrumentation is on
// whenever either lane's continuous tune is active, even if the Enable-logs checkbox
// is off.
UpdateDiagnosticsGate();
if (!continuousTuneEnabled && !asioEnabled) return;
continuousTuneTimer.Interval = Math.Max(1000, continuousTuneIntervalSec * 1000);
continuousTuneTimer.Start();
}
/// <summary>Recompute <see cref="DiagnosticsGate.Enabled"/> from every reason the engine
/// might need its instrumentation on: the user-facing Enable-logs checkbox, plus either
/// continuous-auto-tune toggle. Auto-tune reads <c>diag.MaxArrivalGapMs</c> /
/// <c>diag.MaxRenderCallbackGapMs</c> from the per-second snapshot to size the latency
/// target, so its data has to keep flowing even when logs are off; the user shouldn't
/// have to enable logging just to make auto-tune work.</summary>
private void UpdateDiagnosticsGate()
{
var asioContinuous = settings.LoadAudioMode() == AudioMode.BothIndependent
&& settings.LoadContinuousAutoTuneAsioEnabled();
DiagnosticsGate.Enabled = logFile.Enabled || continuousTuneEnabled || asioContinuous;
}
/// <summary>Which route the legacy "Audio latency / WASAPI latency" slider operates on.
/// In classic modes that's the Mixed route (only sessions in play). In BothIndependent
/// the slider has been relabeled to "WASAPI latency" and drives the WasapiLane route.</summary>
private RenderRoute MaxLatencyBoxRoute =>
settings.LoadAudioMode() == AudioMode.BothIndependent ? RenderRoute.WasapiLane : RenderRoute.Mixed;
/// <summary>
/// Continuous-tune tick. Computes a recommended target from the rolling max-gap window and
/// adjusts the slider, with several robustness rules learned from real-world testing:
///
/// 1. **Max over a long lookback window.** Earlier we used p95 of the recent few seconds,
/// but with very few samples that's mathematically the same as the max anyway, and
/// bad events aged out of the window in seconds — so auto-tune could drop the target
/// below the level that had just earned the user a pop. Now we take the worst gap
/// across the last <see cref="LookbackSeconds"/> seconds, so a bad event keeps target
/// elevated long enough to cover the long-tail of the same disturbance.
/// 2. **Cap auto-tune recommendations at <see cref="AutoTuneRecommendationCapMs"/>.** Beyond
/// that the user is in "I want a huge buffer for terrible network" territory — they can
/// drag the slider there manually; the auto-tuner shouldn't go there on its own.
/// 3. **Asymmetric step.** Raising the target on observed jitter happens immediately. Lowering
/// is rate-limited to <see cref="MaxDecreasePerTickMs"/> per tick so a brief good window
/// doesn't undo the protection a bad event just earned us.
/// 4. **Skip tuning while underruns are growing.** If the buffer is currently underrunning,
/// the system isn't in steady state. Tuning now would react to broken stats.
/// 5. **Skip if the user just touched the slider** — see <see cref="lastUserSliderMoveUtc"/>.
/// </summary>
private void ContinuousTuneTick()
{
if (!receiver.IsRunning) return;
var frameMs = receiver.ActiveStreamFrameMs;
if (frameMs is null) return;
if (recentMaxGaps.Count < 2) return;
// Same deferral when the source list changed: the freshly-added capture's first packets
// can land slightly off-cadence as its ring buffer fills, and we don't want that
// transient to influence the recommendation. Applied to every per-route tick.
var intervalSec = continuousTuneIntervalSec;
if (DateTime.UtcNow - lastSourceChangeUtc < TimeSpan.FromSeconds(intervalSec)) return;
// Dispatch per route. Classic modes drive only the Mixed route (the legacy single-knob
// world). BothIndependent ticks both routes — each respecting its own enable flag,
// slider, last-user-move timestamp and underrun delta — so the WASAPI lane's distress
// can't make the ASIO lane's auto-tune defer (and vice versa).
if (settings.LoadAudioMode() == AudioMode.BothIndependent)
{
// Skip ticking a lane that has no active sessions. The shared recentMaxGaps
// window is populated by every incoming packet regardless of lane, so without
// this gate a route with no audio would still react to the OTHER route's
// gap signal and silently inflate its target before any of its own audio has
// arrived.
if (continuousTuneEnabled && receiver.HasSessionsForRoute(RenderRoute.WasapiLane))
{
TickRoute(RenderRoute.WasapiLane, maxLatencyBox, "WASAPI",
ref lastObservedUnderrunCount, ref suppressUserSliderMoveTracking,
lastUserSliderMoveUtc, intervalSec, frameMs.Value);
}
if (settings.LoadContinuousAutoTuneAsioEnabled() && receiver.HasSessionsForRoute(RenderRoute.AsioLane))
{
TickRoute(RenderRoute.AsioLane, maxLatencyAsioBox, "ASIO",
ref lastObservedUnderrunCountAsio, ref suppressUserAsioSliderMoveTracking,
lastUserAsioSliderMoveUtc, intervalSec, frameMs.Value);
}
}
else
{
if (continuousTuneEnabled)
{
TickRoute(RenderRoute.Mixed, maxLatencyBox, "",
ref lastObservedUnderrunCount, ref suppressUserSliderMoveTracking,
lastUserSliderMoveUtc, intervalSec, frameMs.Value);
}
}
}
// Per-route auto-tune-tick state. lastObservedUnderrunCount + suppress flag are the
// existing single-route fields; the *Asio variants below are their BothIndependent
// counterparts. The ref-pass into TickRoute keeps the existing field-update semantics
// (atomic delta computation, suppress-flag lifecycle) for both routes without needing
// a heap-allocated state object on the hot path.
private long lastObservedUnderrunCountAsio;
private bool suppressUserAsioSliderMoveTracking;
/// <summary>
/// Per-route auto-tune tick body. Same algorithm as the pre-2026-05-11 single-route
/// version, generalised to operate on a route + slider pair passed by the caller. The
/// gap and render-callback histories (<see cref="recentMaxGaps"/> /
/// <see cref="recentRenderCbGaps"/>) are still shared across routes — the network signal
/// is one signal, both lanes ride the same UDP socket — but the underrun delta, the
/// last-user-slider-move timestamp, and the slider itself are per-route so each lane
/// settles at its own native latency. Logs include the route name so the diagnostic
/// trail makes which lane was tuned obvious.
/// </summary>
private void TickRoute(
RenderRoute route,
NumericUpDown slider,
string routeLabel,
ref long lastObservedUnderruns,
ref bool suppressFlag,
DateTime lastUserMoveUtc,
int intervalSec,
int frameMs)
{
// Render period was a hardcoded 10ms here (sized for shared-mode WASAPI). On ASIO
// with a small buffer (32 samples = 0.67ms callback) the real value is 1-2ms, and
// the constant inflated every recommendation by 8ms+ for ASIO users. Now derived
// from the actual render-callback measurements over the same lookback as the gap
// measurement.
const int RenderPeriodFloorMs = 2;
const int SafetyMarginMs = 5;
const int HysteresisMs = 5;
const int AutoTuneRecommendationCapMs = 200;
const int MaxDecreasePerTickMs = 5;
const int LookbackSeconds = 15;
// Defer to user's manual change — wait at least one tick interval before overriding.
if (DateTime.UtcNow - lastUserMoveUtc < TimeSpan.FromSeconds(intervalSec)) return;
// Per-route underrun delta. The receiver tracks underruns per session, so summing
// only over sessions tagged with this route gives a route-local distress signal.
var currentUnderruns = route == RenderRoute.Mixed ? receiver.Underruns : receiver.UnderrunsFor(route);
var underrunDelta = currentUnderruns - lastObservedUnderruns;
lastObservedUnderruns = currentUnderruns;
if (underrunDelta > 0)
{
// Route label slots into the message body when present, omitted entirely in classic
// modes so the legacy "continuous auto-tune: skipping (N new underruns...)" wording
// is preserved bit-for-bit. The trailing-space + colon ordering is what gave the
// pre-fix line its weird "continuous auto-tune : skipping" formatting when the
// label was empty.
var prefix = string.IsNullOrEmpty(routeLabel) ? "continuous auto-tune" : $"continuous auto-tune {routeLabel}";
logFile.Event($"{prefix}: skipping ({underrunDelta} new underruns since last tick)");
return;
}
var sampleCount = Math.Min(LookbackSeconds, recentMaxGaps.Count);
var skip = recentMaxGaps.Count - sampleCount;
// Track the TWO highest arrival-gap seconds, not just the worst. A single transient spike —
// one bad second from an OS/driver hiccup that doesn't recur — used to drive the whole
// recommendation (one 1046ms gap pushed the buffer straight to the 200ms cap and shed a big
// trim burst). Using the SECOND-highest requires the jitter to persist across >=2 seconds
// before it counts, while still honouring sustained jitter at full speed. The true peak is
// still logged for diagnosis; we fall back to the single value when there's only one sample.
int gapPeak = 0, gapSecond = 0;
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var i = 0;
foreach (var gap in recentMaxGaps)
{
if (i++ < skip) continue;
if (gap > gapPeak) { gapSecond = gapPeak; gapPeak = gap; }
else if (gap > gapSecond) { gapSecond = gap; }
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}
var observedGap = sampleCount >= 2 ? gapSecond : gapPeak;
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// Same lone-spike rejection for the render-callback gap.
int rcbPeak = RenderPeriodFloorMs, rcbSecond = RenderPeriodFloorMs;
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var rcbSkip = recentRenderCbGaps.Count - sampleCount;
var rcbI = 0;
foreach (var rcb in recentRenderCbGaps)
{
if (rcbI++ < rcbSkip) continue;
if (rcb > rcbPeak) { rcbSecond = rcbPeak; rcbPeak = rcb; }
else if (rcb > rcbSecond) { rcbSecond = rcb; }
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}
var observedRenderCb = sampleCount >= 2 ? rcbSecond : rcbPeak;
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var codecFloor = (int)Math.Ceiling(1.5 * frameMs);
var jitterBased = observedGap + observedRenderCb + SafetyMarginMs;
var recommended = Math.Max(codecFloor, jitterBased);
var capped = Math.Min(recommended, AutoTuneRecommendationCapMs);
var current = (int)slider.Value;
int target;
if (capped > current)
{
target = capped;
}
else
{
target = Math.Max(capped, current - MaxDecreasePerTickMs);
}
var clamped = Math.Clamp(target, (int)slider.Minimum, (int)slider.Maximum);
if (Math.Abs(clamped - current) < HysteresisMs) return;
suppressFlag = true;
try
{
slider.Value = clamped;
}
finally
{
suppressFlag = false;
}
var logPrefix = string.IsNullOrEmpty(routeLabel) ? "continuous auto-tune" : $"continuous auto-tune {routeLabel}";
logFile.Event($"{logPrefix}: gap-max={gapPeak}ms gap-used={observedGap}ms renderCb={observedRenderCb}ms over {sampleCount}s recommended={recommended}ms capped={capped}ms prev={current}ms applied={clamped}ms frame={frameMs}ms");
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}
// UpdateTuneButtonEnabled + TuneLatencyAsync retired alongside the one-shot Tune button.
// The continuous auto-tune toggle on the Audio profile tab is the live successor.
// ===================== Accessibility helpers (CheckedListBox status labels) =====================
private void WireCheckedListAccessibility(CheckedListBox list, Label statusLabel, string itemKind)
{
// Tick/untick sound for the inputs/outputs lists. Gated on the list being focused so a real
// user click/spacebar clicks, but the bulk programmatic (un)checking done on profile load or
// by "uncheck all" (focus is on the button, not the list) stays silent.
list.ItemCheck += (_, e) =>
{
if (list.Focused) CheckSoundService.Play(e.NewValue == CheckState.Checked);
};
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list.SelectedIndexChanged += (_, _) =>
{
if (list.SelectedIndex >= 0) lastFocusedListIndices[list] = list.SelectedIndex;
UpdateCheckedListStatus(list, statusLabel, itemKind);
};
list.Enter += (_, _) => RestoreListFocus(list, statusLabel, itemKind);
list.GotFocus += (_, _) => RestoreListFocus(list, statusLabel, itemKind);
list.MouseDown += (_, args) =>
{
var index = list.IndexFromPoint(args.Location);
if (index >= 0)
{
list.SelectedIndex = index;
lastFocusedListIndices[list] = index;
}
};
// First-letter navigation: highlights the matching item without ever toggling its check.
// Default CheckedListBox key handling has been observed to (sometimes) toggle the check
// when a single-letter prefix uniquely matches one item. Bypass that by handling KeyDown
// ourselves and suppressing the default key processing for letters/digits. Spacebar still
// falls through to the default handler so users can still toggle with Space.
list.KeyDown += (_, args) =>
{
if (args.Modifiers != Keys.None) return;
char ch;
if (args.KeyCode >= Keys.A && args.KeyCode <= Keys.Z)
ch = (char)('a' + (args.KeyCode - Keys.A));
else if (args.KeyCode >= Keys.D0 && args.KeyCode <= Keys.D9)
ch = (char)('0' + (args.KeyCode - Keys.D0));
else if (args.KeyCode >= Keys.NumPad0 && args.KeyCode <= Keys.NumPad9)
ch = (char)('0' + (args.KeyCode - Keys.NumPad0));
else return;
var startIdx = list.SelectedIndex < 0 ? 0 : list.SelectedIndex + 1;
for (var offset = 0; offset < list.Items.Count; offset++)
{
var idx = (startIdx + offset) % list.Items.Count;
var text = list.Items[idx]?.ToString() ?? string.Empty;
if (text.Length > 0 && char.ToLowerInvariant(text[0]) == ch)
{
list.SelectedIndex = idx;
break;
}
}
// Always swallow letter/digit keys so the default handler can't toggle anything.
args.Handled = true;
args.SuppressKeyPress = true;
};
list.ItemCheck += (_, args) =>
{
void Update()
{
if (list.IsDisposed || statusLabel.IsDisposed) return;
var checkedNow = args.NewValue == CheckState.Checked;
UpdateCheckedListStatus(list, statusLabel, itemKind, args.Index, checkedNow);
}
if (list.IsHandleCreated) list.BeginInvoke((MethodInvoker)Update);
else Update();
};
UpdateCheckedListStatus(list, statusLabel, itemKind);
}
private void RestoreListFocus(CheckedListBox list, Label statusLabel, string itemKind)
{
if (list.Items.Count == 0) { UpdateCheckedListStatus(list, statusLabel, itemKind); return; }
var target = list.SelectedIndex >= 0
? list.SelectedIndex
: lastFocusedListIndices.TryGetValue(list, out var saved) ? Math.Clamp(saved, 0, list.Items.Count - 1) : 0;
void Restore()
{
if (list.IsDisposed || list.Items.Count == 0) return;
target = Math.Clamp(target, 0, list.Items.Count - 1);
list.SelectedIndex = target;
list.TopIndex = Math.Max(0, target);
lastFocusedListIndices[list] = target;
UpdateCheckedListStatus(list, statusLabel, itemKind);
// Force-fire EVENT_OBJECT_FOCUS once the SelectedIndex and AccessibleDescription
// have been set, so NVDA re-announces the list with its current item state. This is
// the same load-bearing pattern that fixed the CheckBox state-change announcement.
WinEventNotifier.NotifyFocus(list);
}
if (list.IsHandleCreated) list.BeginInvoke((MethodInvoker)Restore);
else Restore();
}
private static void UpdateCheckedListStatus(CheckedListBox list, Label statusLabel, string itemKind, int? overrideIndex = null, bool? overrideChecked = null)
{
if (list.Items.Count == 0)
{
var emptyText = $"No {itemKind}s available.";
statusLabel.Text = emptyText;
list.AccessibleDescription = emptyText;
return;
}
var index = overrideIndex ?? (list.SelectedIndex >= 0 ? list.SelectedIndex : 0);
index = Math.Clamp(index, 0, list.Items.Count - 1);
var isChecked = overrideChecked ?? list.GetItemChecked(index);
var checkedText = isChecked ? "checked" : "not checked";
var itemText = list.Items[index]?.ToString() ?? itemKind;
var text = $"{checkedText}, {itemText}. Item {index + 1} of {list.Items.Count}. Press Space to toggle.";
statusLabel.Text = text;
list.AccessibleDescription = text;
statusLabel.AccessibleDescription = text;
}
/// <summary>
/// Makes a NumericUpDown's text content fully selected whenever the control receives focus,
/// so the user's first typed digit replaces the existing value rather than being inserted
/// into it. Without this, tabbing into a spinner showing "80" and typing "10" produces
/// "8010" — the WinForms default that nobody wants. Hooks both Enter (keyboard / Tab) and
/// the underlying TextBox's GotFocus (mouse-click into the field). The Select(0, length)
/// targets the inner TextBox via NumericUpDown.Select.
/// </summary>
private static void SelectAllOnFocus(NumericUpDown box)
{
void SelectAll() => box.Select(0, box.Text.Length);
box.Enter += (_, _) => SelectAll();
// The inner TextBox's own GotFocus also fires when the user clicks directly into the
// text portion of the spinner. Subscribe defensively to it as well.
foreach (Control c in box.Controls)
{
if (c is TextBox tb)
{
tb.GotFocus += (_, _) => SelectAll();
break;
}
}
}
private void FocusControl(Control control)
{
if (!control.CanFocus) return;
control.Focus();
if (control is ComboBox combo && combo.Items.Count > 0 && combo.SelectedIndex < 0) combo.SelectedIndex = 0;
// Same defensive pre-select for ListBox so NVDA reads the current item on first focus
// (otherwise an unselected list is announced as just "list" with no item).
if (control is ListBox listBox && listBox.Items.Count > 0 && listBox.SelectedIndex < 0) listBox.SelectedIndex = 0;
// 2026-05-06: removed the WinEventNotifier.NotifyFocus(control) call here. It was
// forcing NVDA to re-announce on every Focus() — and I now suspect that's why NVDA
// sometimes reads "tab control" before the focused control: the explicit focus
// event triggers a fresh role-context announcement. Andre's app doesn't fire any
// such events. Trying without it.
}
private void FocusListControl(CheckedListBox list)
{
// Pre-select an item BEFORE calling Focus(). The previous order was Focus() → then
// RestoreListFocus → BeginInvoke → SelectedIndex = N. That defers the selection past
// NVDA's first focus-event announcement, so NVDA reads only the list's name and not
// the current item. Setting SelectedIndex synchronously here means the focus event
// fires with the list already pointing at item N, so NVDA reads "<name>, list, item N
// of M: <text>, <state>" in one go.
var statusLabel = list == sendOutputDevicesList
? sendOutputDevicesStatusLabel
: list == sendInputDevicesList
? sendInputDevicesStatusLabel
: list == receiveOutputDevicesList
? receiveOutputDevicesStatusLabel
: list == asioSendDevicesList
? asioSendDevicesStatusLabel
: list == asioReceiveOutputDevicesList
? asioReceiveOutputDevicesStatusLabel
: new Label();
var itemKind = list == sendOutputDevicesList
? "output device"
: list == sendInputDevicesList
? "input device"
: list == receiveOutputDevicesList
? "receive output device"
: list == asioSendDevicesList
? "ASIO send channel"
: list == asioReceiveOutputDevicesList
? "ASIO receive channel"
: "item";
if (list.Items.Count > 0 && list.SelectedIndex < 0)
{
var target = lastFocusedListIndices.TryGetValue(list, out var saved)
? Math.Clamp(saved, 0, list.Items.Count - 1)
: 0;
list.SelectedIndex = target;
list.TopIndex = Math.Max(0, target);
lastFocusedListIndices[list] = target;
}
UpdateCheckedListStatus(list, statusLabel, itemKind);
list.Focus();
WinEventNotifier.NotifyFocus(list);
}
/// <summary>Prompt the user to save unsaved profile changes before exiting. Skipped when
/// the close is a profile-switch / folder-change reload (Program.cs handles re-launching
/// the form on the new profile, and we don't want to nag during that handoff). The
/// MessageBox is Yes/No/Cancel: Yes = save (save-as flow on blank template), No = exit
/// without saving, Cancel = stay in the form.</summary>
protected override void OnFormClosing(FormClosingEventArgs e)
{
// Skip the prompt during profile-switch handoff or forced reload — those are
// controlled close paths where the user has already confirmed their intent via the
// management dialog, and the MainForm gets reconstructed under the new profile
// immediately afterwards.
//
// Also skip the prompt when the active profile is read-only — the whole point of
// read-only mode (Andre's request, 2026-05-22) is that the user has explicitly
// declared "anything I changed this session is throwaway, don't save it and don't
// ask me about it". Without this branch the dirty-prompt would block shutdown on
// a profile where the user wants exactly the opposite: silent exit. Crucially this
// is what unblocks NVDA-less or remote-session-dropped shutdowns from deadlocking
// on a dialog the user can't reach.
var skipPrompt = !string.IsNullOrEmpty(NextProfileTitleToLoad) || ReloadFromScratch
|| LoadBlankTemplateNext || currentProfileReadOnly || updatingInProgress;
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if (!skipPrompt && profileStore is not null && unsavedChanges)
{
// Originally this also did a JSON-state diff against a baseline snapshot as a
// backstop for hooks we forgot to wire. Removed 2026-05-05 because it caused
// false-positive prompts: continuous auto-tune routinely nudges MaxLatencyMs while
// the user just listens, and the diff would catch those auto-internal changes as
// "user changes". Now we trust the dirty flag exclusively. The risk of missing a
// hook (false-NEGATIVE — user changes something via an unhooked path, no prompt
// on close) is acceptable; the previous false-POSITIVE behaviour was nagging.
{
var result = MessageBox.Show(this,
"You have unsaved changes to your profile. Save them before exiting?\n\n" +
"Yes — save and exit.\nNo — exit without saving.\nCancel — keep RemSound open.",
"RemSound — unsaved changes",
MessageBoxButtons.YesNoCancel,
MessageBoxIcon.Question,
MessageBoxDefaultButton.Button3);
if (result == DialogResult.Cancel)
{
e.Cancel = true;
return; // stay; don't fire base.OnFormClosing or the cleanup chain.
}
if (result == DialogResult.Yes)
{
if (string.IsNullOrEmpty(currentProfileTitle))
{
// Blank template — need a name. Save-as prompt; if the user cancels
// the prompt, treat that as "I changed my mind, don't exit either".
var title = ProfileSaveAsPrompt.Show(this, profileStore, null);
if (string.IsNullOrEmpty(title))
{
e.Cancel = true;
return;
}
SaveProfileTo(title, showConfirmation: false);
}
else
{
SaveProfileTo(currentProfileTitle, showConfirmation: false);
}
}
// result == No falls through to a normal close.
}
}
// Stop any active recording before the engines tear down. The recorder will flush
// its queue and close the file cleanly. Done here (rather than in Dispose) because
// we want the on-disk file finalised before the form closes, so opening the
// recordings folder right after exit shows the file at its full size.
try { recordingController.Stop(); } catch { /* recording cleanup is best-effort */ }
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base.OnFormClosing(e);
}
}