feat(ui): add bundled custom notification sounds
Adds three embedded WAV files as additional notification sound choices (ids 17-19) alongside the existing 16 game sounds. Playback via NAudio WaveOutEvent/WinMM, which works correctly on Wine/Linux.
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@@ -0,0 +1,146 @@
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using System;
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using System.IO;
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using Microsoft.Extensions.Logging;
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using NAudio.Wave;
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namespace HellionChat.Integrations;
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// Plays the three bundled WAV notification sounds via NAudio WaveOutEvent.
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// WaveOutEvent/WinMM is the correct backend for FFXIV on Wine: it works
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// without Media Foundation (which Wine does not support for MP3/AAC).
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//
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// Volume is fixed at 0.8. No per-user slider in this iteration so we can
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// ship quickly and gather feedback before adding UX complexity.
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internal sealed class CustomAudioPlayer : IDisposable
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{
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// Sound bytes are read once at construction so each Play() wraps a fresh
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// MemoryStream rather than re-reading the manifest stream (which becomes
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// unreadable after the first read and would require Seek support).
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private readonly byte[][] _soundData;
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private readonly ILogger<CustomAudioPlayer> _logger;
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private WaveOutEvent? _outputDevice;
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private WaveFileReader? _reader;
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private readonly object _lock = new();
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public CustomAudioPlayer(ILogger<CustomAudioPlayer> logger)
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{
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_logger = logger;
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_soundData = new byte[3][];
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for (var i = 0; i < 3; i++)
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{
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var resourceName = $"HellionChat.Sounds.notification-{i + 1}.wav";
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using var stream = typeof(CustomAudioPlayer).Assembly.GetManifestResourceStream(
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resourceName
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);
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if (stream is null)
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{
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_logger.LogWarning(
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"Embedded sound resource not found: {Resource}. "
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+ "Custom sound {Index} will be silent.",
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resourceName,
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i + 1
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);
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_soundData[i] = Array.Empty<byte>();
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continue;
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}
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using var ms = new MemoryStream();
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stream.CopyTo(ms);
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_soundData[i] = ms.ToArray();
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}
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}
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// customIndex is 1, 2, or 3, matching the sound file suffix.
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// Stops any currently playing sound before starting the new one.
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// NAudio playback runs on its own thread; this method returns immediately.
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public void Play(int customIndex)
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{
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if (customIndex < 1 || customIndex > 3)
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{
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_logger.LogWarning(
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"CustomAudioPlayer.Play called with out-of-range index {Index}",
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customIndex
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);
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return;
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}
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var data = _soundData[customIndex - 1];
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if (data.Length == 0)
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{
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_logger.LogWarning(
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"Sound data for index {Index} is empty; skipping playback",
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customIndex
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);
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return;
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}
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lock (_lock)
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{
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try
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{
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StopCurrent();
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var ms = new MemoryStream(data, writable: false);
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_reader = new WaveFileReader(ms);
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_outputDevice = new WaveOutEvent();
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// Init opens the device and creates the WinMM handle. Volume
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// must be set after Init, otherwise waveOutSetVolume fails with
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// InvalidHandle.
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_outputDevice.Init(_reader);
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_outputDevice.Volume = 0.8f;
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_outputDevice.Play();
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}
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catch (Exception ex)
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{
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_logger.LogWarning(
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ex,
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"Failed to play custom notification sound {Index}",
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customIndex
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);
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StopCurrent();
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}
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}
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}
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// Stops and tears down the active WaveOutEvent + WaveFileReader without
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// throwing. Called on Play (to interrupt previous sound) and from Dispose.
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// Guards Stop() with a PlaybackState check because waveOutReset blocks even
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// when playback already finished; under Wine this can stall the WinMM
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// callback thread if many sounds arrive in quick succession.
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private void StopCurrent()
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{
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try
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{
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if (_outputDevice?.PlaybackState == PlaybackState.Playing)
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_outputDevice.Stop();
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_outputDevice?.Dispose();
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_outputDevice = null;
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}
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "Exception while stopping current WaveOutEvent");
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}
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try
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{
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_reader?.Dispose();
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_reader = null;
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}
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "Exception while disposing WaveFileReader");
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}
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}
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// At plugin unload the PendingMessageThread is already cancelled and the
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// draw loop is gone, so _lock is uncontended here. Calling StopCurrent
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// outside the lock avoids holding it across the blocking waveOutReset /
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// WaveOutEvent.Dispose, which can freeze on Wine during unload.
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public void Dispose()
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{
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StopCurrent();
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}
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}
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