fix(sndDevices): skip non-active devices when selecting playback device#537
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akai07 wants to merge 6 commits into
Open
fix(sndDevices): skip non-active devices when selecting playback device#537akai07 wants to merge 6 commits into
akai07 wants to merge 6 commits into
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… in OnDeviceStateChanged - Filter capture (eRender) device events in OnDeviceStateChanged via IMMEndpoint.GetDataFlow to prevent unnecessary playback reinit when input devices change state - Track reconnected device GUID when state transitions to ACTIVE - Add reconnection detection in sndDevicesImplementDeviceRules to auto-select reconnected playback devices (fixes BT headset reconnect after UNPLUGGED) - Clear reconnection state on reinit
… system resume - Call SetThreadExecutionState(ES_CONTINUOUS | ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED) when audio processing starts to prevent system sleep during playback - Revert to SetThreadExecutionState(ES_CONTINUOUS) when processing stops - Handle PBT_APMRESUMEAUTOMATIC power event: check device changes and restore power state after system resume from sleep - Clear execution state on controller destruction
…sizing and alpha Replaced LoadIcon with LoadImage using explicit SM_CXSMICON/SM_CYSMICON dimensions so tray icons are rendered at the correct size for the notification area. LoadIcon uses default icon size which can cause scaling artifacts and improper alpha blending on Windows 10/11, especially in dark theme mode where transparency is critical.
…nges to same device When video applications (Plex, etc.) switch between audio tracks with different formats, Windows fires OnDefaultDeviceChanged even if the device itself hasn't changed — only the format/role has. This was causing the audio processing thread to restart unnecessarily, resulting in audible pauses during video playback. Fix: compare the new default device ID against our current playback device. If they match, skip the re-init since it's a format change on the same device, not an actual device switch.
After an update relocates the binary, the stale Run key path in HKCU\...\Run causes the app to not launch at boot even though the settings checkbox shows 'on' (the key exists but points to nowhere). Fixes: - isLaunchOnStartup: add error checking on all registry calls and validate the stored path matches the current executable path - setLaunchOnStartup: write REG_SZ with correct cbData size ((wcslen+1)*sizeof) instead of sizeof(szPath)=520 bytes which appended uninitialized stack data to the registry value - syncLaunchOnStartup: on each app init, detect stale Run key paths and re-write with the current executable path — automatically repairs startup after updates without user intervention
When Bluetooth headphones disconnect or are powered off, their state transitions to DEVICE_STATE_UNPLUGGED. The device is still enumerated by sndDevices_GetAll (which includes UNPLUGGED devices), so the device selection logic could still pick it as the playback target. The audio pipeline then tries to use the dead device, causing the Windows Audio service to spin at 40-50% CPU. Fix: after the playback device is selected by the rules, validate it is in DEVICE_STATE_ACTIVE. If not, fall back to the first ACTIVE real device. This handles: - fxsound2#513: BT disconnect/power-off causing high CPU - fxsound2#491: RDP sessions making devices temporarily unavailable
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Thanks @akai07 for your efforts for all the fixes you have done. |
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Summary
Fixes two issues with a single root cause: when a device transitions to a non-active state (UNPLUGGED, NOTPRESENT), the device selection logic was ignoring the state and could still select the dead device as playback target, causing the audio pipeline to spin on a non-functional device.
Issues Fixed
Root Cause
sndDevices_GetAllenumerates devices withDEVICE_STATE_ACTIVE | DEVICE_STATE_UNPLUGGED, so Bluetooth headphones that are powered off (UNPLUGGED) are still present in the device list. The device selection rules (sndDevicesImplementDeviceRules) were selecting devices based on default/priority logic without checking whether the selected device is actually in ACTIVE state. When the audio capture/playback pipeline tried to use a non-active device, the Windows Audio service would retry in a tight loop, causing high CPU usage.Fix
Added a post-selection validation block after the
PlaybackDeviceIsSelectedlabel insndDevicesImplementDeviceRules. If the selected playback device is not inDEVICE_STATE_ACTIVE, the code scans for the first ACTIVE real device (skipping mono devices if configured, and excluding the DFX virtual device) and falls back to it.This means:
Files Changed
audiopassthru/src/sndDevices/sndDevicesImplementDeviceRules.cpp— Added DEVICE_STATE_ACTIVE validation and fallback after device selectionRelated Issues