-- Resonance
-- Goal:
--   1) Keep SFX ON (so you still hear footsteps/world audio)
--   2) Mute specific modern spell sounds by FileDataID
--   3) Play your chosen "old school" sounds on your own casts (UNIT_SPELLCAST_SUCCEEDED)
--   Works with any class/spec.
--
-- Sound file setup:
--   Put extracted sound files (Vanilla/TBC/Wrath) into:
--     Interface\AddOns\Resonance\sounds\vanilla\
--   Named after the spell, e.g.:
--     Mortal Strike.wav
--     Execute.ogg
--     Shield Slam.wav
--   The addon will prefer a file override by spell name (from your local files),
--   over any in-client fallback FileDataID.
--
-- Fallback strategy:
--   - If you do NOT provide a local file override, we can optionally play a SoundKit/FileDataID
--     that exists in the retail client (if you map one).
--   - If neither exists, we play sounds/fallback/generic.wav
--
-- Note on MuteSoundFile:
--   Mutes are not guaranteed to persist after a full client restart, so we re-apply on login.
--   API: MuteSoundFile(fileDataID), UnmuteSoundFile(fileDataID)

Resonance = LibStub("AceAddon-3.0"):NewAddon("Resonance", "AceConsole-3.0", "AceEvent-3.0")

-- Localize Lua built-ins to avoid per-call _G hash lookups.
-- Standard WoW addon practice; each access through _G costs ~20-50 ns
-- which adds up on rapid-fire spell casts and bulk mute operations.
local type = type
local tostring = tostring
local tonumber = tonumber
local pairs = pairs
local ipairs = ipairs
local select = select
local pcall = pcall
local wipe = wipe
local math = math
local string = string
local table = table
local bit = bit

local L = Resonance_L
local ADDON_ROOT = "Interface\\AddOns\\Resonance\\"
local CUSTOM_SOUNDS_ROOT = "Interface\\AddOns\\Resonance_Sounds\\"

local ADDON_VERSION = C_AddOns and C_AddOns.GetAddOnMetadata("Resonance", "Version") or "unknown"
if ADDON_VERSION:find("@") then
  ADDON_VERSION = "dev"
end

-- Capture data globals into addon namespace, then release them from _G.
-- Core-addon data files load before Core.lua (see .toc order) so these are
-- guaranteed set.  Data-addon globals (SpellMuteData, SpellSounds, etc.) may
-- not exist yet if Resonance_Data hasn't been loaded (LoadOnDemand).
Resonance.ClassTemplates = Resonance_ClassTemplates
Resonance_ClassTemplates = nil
Resonance.ProfessionSoundData = Resonance_ProfessionSoundData
Resonance_ProfessionSoundData = nil
Resonance.ProfessionCategories = Resonance_ProfessionCategories
Resonance_ProfessionCategories = nil

-- Capture globals from Resonance_Data (may not exist yet if LoadOnDemand).
-- Called at file load and again from loadDataAddon() after late loading.
local function captureDataAddonGlobals()
  if Resonance_SpellMuteData then
    Resonance.SpellMuteData = Resonance_SpellMuteData
    Resonance_SpellMuteData = nil
  end
  if Resonance_RaceCSD then
    Resonance.RaceCSD = Resonance_RaceCSD
    Resonance_RaceCSD = nil
  end
  if Resonance_VoxFIDs then
    Resonance.VoxFIDs = Resonance_VoxFIDs
    Resonance_VoxFIDs = nil
  end
  if Resonance_WeaponImpactFIDs then
    Resonance.WeaponImpactFIDs = Resonance_WeaponImpactFIDs
    Resonance_WeaponImpactFIDs = nil
  end
  if Resonance_ExcludedFIDs then
    Resonance.ExcludedFIDs = Resonance_ExcludedFIDs
    Resonance_ExcludedFIDs = nil
  end
  if Resonance_AmbientSoundData then
    Resonance.AmbientSoundData = Resonance_AmbientSoundData
    Resonance_AmbientSoundData = nil
  end
  if Resonance_AmbientSounds then
    Resonance.AmbientSounds = Resonance_AmbientSounds
    Resonance_AmbientSounds = nil
  end
  if Resonance_SpellSounds then
    Resonance.SpellSounds = Resonance_SpellSounds
    Resonance_SpellSounds = nil
  end
  if Resonance_SpellSoundPrefixes then
    Resonance.SpellSoundPrefixes = Resonance_SpellSoundPrefixes
    Resonance_SpellSoundPrefixes = nil
  end
  if Resonance_CharacterSounds then
    Resonance.CharacterSounds = Resonance_CharacterSounds
    Resonance_CharacterSounds = nil
  end
  if Resonance_CharacterSoundPrefixes then
    Resonance.CharacterSoundPrefixes = Resonance_CharacterSoundPrefixes
    Resonance_CharacterSoundPrefixes = nil
  end
  if Resonance_NPCSoundL10N then
    Resonance.NPCSoundL10N = Resonance_NPCSoundL10N
    Resonance_NPCSoundL10N = nil
  end
  if Resonance_CreatureVoxData then
    Resonance.CreatureVoxData = Resonance_CreatureVoxData
    Resonance_CreatureVoxData = nil
  end
  if Resonance_CreatureVoxCategories then
    Resonance.CreatureVoxCategories = Resonance_CreatureVoxCategories
    Resonance_CreatureVoxCategories = nil
  end
  if Resonance_CreatureVoxExcludedFIDs then
    Resonance.CreatureVoxExcludedFIDs = Resonance_CreatureVoxExcludedFIDs
    Resonance_CreatureVoxExcludedFIDs = nil
  end
  if Resonance_NPCSoundIndex then
    Resonance.NPCSoundIndex = Resonance_NPCSoundIndex
    Resonance_NPCSoundIndex = nil
  end
  if Resonance_NPCToCSD then
    Resonance.NPCToCSD = Resonance_NPCToCSD
    Resonance_NPCToCSD = nil
  end
  if Resonance_NPCSoundCSD then
    Resonance.NPCSoundCSD = Resonance_NPCSoundCSD
    Resonance_NPCSoundCSD = nil
  end
  if Resonance_NPCVoiceData then
    Resonance.NPCVoiceData = Resonance_NPCVoiceData
    Resonance_NPCVoiceData = nil
  end
  if Resonance_NPCRepCSDs then
    Resonance.NPCRepCSDs = Resonance_NPCRepCSDs
    Resonance_NPCRepCSDs = nil
  end
  if Resonance_MountSoundIndex then
    Resonance.MountSoundIndex = Resonance_MountSoundIndex
    Resonance_MountSoundIndex = nil
  end
  if Resonance_MountToCSD then
    Resonance.MountToCSD = Resonance_MountToCSD
    Resonance_MountToCSD = nil
  end
  if Resonance_MountSoundCSD then
    Resonance.MountSoundCSD = Resonance_MountSoundCSD
    Resonance_MountSoundCSD = nil
  end
  if Resonance_MountSpells then
    Resonance.MountSpells = Resonance_MountSpells
    Resonance_MountSpells = nil
  end
  if Resonance_SpellToMount then
    Resonance.SpellToMount = Resonance_SpellToMount
    Resonance_SpellToMount = nil
  end
  if Resonance_MountExtraFIDs then
    Resonance.MountExtraFIDs = Resonance_MountExtraFIDs
    Resonance_MountExtraFIDs = nil
  end
  if Resonance_MountSkyridingFIDs then
    Resonance.MountSkyridingFIDs = Resonance_MountSkyridingFIDs
    Resonance_MountSkyridingFIDs = nil
  end
end
captureDataAddonGlobals()

-- Localize frequently-called WoW API functions.  Global lookups are
-- measurably slower in Lua 5.1's interpreter and these are called on
-- every spell cast and during bulk mute operations.
local MuteSoundFile = MuteSoundFile
local UnmuteSoundFile = UnmuteSoundFile
local PlaySoundFile = PlaySoundFile
local IsPlayerSpell = IsPlayerSpell
local UnitRace = UnitRace
local UnitSex = UnitSex
local UnitClass = UnitClass
local StopSound = StopSound
local GetTime = GetTime
local C_Timer = C_Timer

local lastVoxRaceGender -- cached to detect actual race/gender changes

-- Local aliases for hot-path access (core-addon data, always available)
local ClassTemplates = Resonance.ClassTemplates
local ProfessionSoundData = Resonance.ProfessionSoundData
local ProfessionCategories = Resonance.ProfessionCategories

-- Data-addon tables (SpellMuteData, RaceCSD, VoxFIDs, WeaponImpactFIDs,
-- AmbientSoundData, SpellSounds, CharacterSounds, AmbientSounds,
-- CreatureVoxData, NPCSoundData) live on Resonance.X and are accessed
-- there so that loadDataAddon() updates are
-- visible without re-capturing locals.

-- WoW's MuteSoundFile is refcounted; this ceiling covers the worst case of
-- stale mute state accumulated across reloads/multiple spells sharing FIDs.
local MAX_MUTE_DEPTH = 20

local db -- shortcut to self.db.profile, set in OnInitialize
local autoMutedFIDs = {} -- runtime-only refcounted mute table (not saved)
local voxMutedFIDs = {} -- runtime-only: FIDs muted by global vox toggle
local weaponMutedFIDs = {} -- runtime-only: FIDs muted by weapon impact toggle
local creatureMutedFIDs = {} -- runtime-only: FIDs muted by creature vox toggle
local autoShotMutedFIDs = {} -- runtime-only: FIDs muted by classic auto-shot toggle
local professionMutedFIDs = {} -- runtime-only: FIDs muted by profession sound toggle
local npcMutedFIDs = {} -- runtime-only: FIDs muted by NPC sound muting
local alertHandles = {} -- { [alertKey] = soundHandle } for debouncing alert sounds
local lastLoCInterrupt = nil -- timestamp set by LOSS_OF_CONTROL_ADDED on SCHOOL_INTERRUPT
local pendingInterrupt = nil -- { time, spellID } set by UNIT_SPELLCAST_INTERRUPTED awaiting LoC confirmation
local ambientMutedFIDs = {} -- runtime-only: FIDs muted by ambient sound toggles
local mountMutedFIDs = {} -- runtime-only: FIDs muted by mount sound muting
local lastCastSoundTime = {} -- { [spellID] = GetTime() } for debouncing rapid duplicates
local lastCastSoundCfgTime = {} -- { [cfg] = GetTime() } for debouncing multi-hit spells (same cfg, different spellIDs)
local CAST_SOUND_DEBOUNCE = 0.5 -- seconds; min GCD is 0.75s so legitimate recasts are unaffected
local sequenceState = {} -- { [sequenceTable] = { idx = <number> } } for sequence sound mode
local activeChannelSpellID = nil -- spellID of the spell currently being channeled
local activeChannelCfg = nil -- resolved spell_config for the channeled spell

-- Alert event metadata: drives the Alerts UI dropdown and event handler registration
Resonance.ALERT_EVENTS = {
  {
    key = "interrupt",
    name = "Interrupt",
    desc = "Play a sound when your cast is interrupted by an enemy kick or counterspell.",
    order = 1,
  },
  {
    key = "lossOfControl",
    name = "Loss of Control",
    desc = "Play a sound when you are stunned, feared, silenced, or otherwise lose control of your character.",
    order = 2,
  },
  {
    key = "death",
    name = "Death",
    desc = "Play a sound when you die.",
    order = 3,
  },
}
-- Build lookup by key for fast access
Resonance.ALERT_EVENTS_BY_KEY = {}
for _, evt in ipairs(Resonance.ALERT_EVENTS) do
  Resonance.ALERT_EVENTS_BY_KEY[evt.key] = evt
end

-- Returns true if a FID is held muted by manual mutes or any runtime layer
-- OTHER than the specified skip table.  Used when clearing one layer to avoid
-- unmuting sounds still needed elsewhere.
local function isMutedElsewhere(fid, skip)
  if db.mute_file_data_ids[fid] then
    return true
  end
  if autoMutedFIDs[fid] and autoMutedFIDs[fid] > 0 and autoMutedFIDs ~= skip then
    return true
  end
  if voxMutedFIDs[fid] and voxMutedFIDs ~= skip then
    return true
  end
  if weaponMutedFIDs[fid] and weaponMutedFIDs ~= skip then
    return true
  end
  if creatureMutedFIDs[fid] and creatureMutedFIDs ~= skip then
    return true
  end
  if autoShotMutedFIDs[fid] and autoShotMutedFIDs ~= skip then
    return true
  end
  if professionMutedFIDs[fid] and professionMutedFIDs ~= skip then
    return true
  end
  if npcMutedFIDs[fid] and npcMutedFIDs ~= skip then
    return true
  end
  if ambientMutedFIDs[fid] and ambientMutedFIDs ~= skip then
    return true
  end
  if mountMutedFIDs[fid] and mountMutedFIDs ~= skip then
    return true
  end
  return false
end

---------------------------------------------------------------------------
-- Classic auto-shot data
---------------------------------------------------------------------------
local AUTO_SHOT_SPELL_ID = 75

-- Modern auto-shot FIDs to mute (bow + gun combined).
-- Bow: bowpullback, bowrelease, bow_cast_oneshot (TWW)
-- Gun: blunderbuss, shoot_cast_oneshot (TWW), shoot_cast_oneshot alt (TWW)
local AUTO_SHOT_MUTE_FIDS = {
  -- spell_hu_bowpullback_01-08
  925291,
  925293,
  925295,
  925297,
  925299,
  925301,
  925303,
  925305,
  -- spell_hu_bowrelease_01-05
  922086,
  922088,
  922090,
  922092,
  922094,
  -- bow_cast_oneshot (TWW)
  5913903,
  5913905,
  5913907,
  5913909,
  5913911,
  5913913,
  5913915,
  -- spell_hu_blunderbuss_weaponfire_01-06
  921248,
  921250,
  921252,
  921254,
  921256,
  921258,
  -- shoot_cast_oneshot (TWW)
  5923734,
  5923860,
  5923862,
  5923864,
  5923866,
  -- shoot_cast_oneshot alt (TWW)
  6256085,
  6256087,
  6256089,
  6256091,
  6256093,
  6256095,
  6256097,
  6256099,
  6256101,
  6256103,
  6256105,
  6256107,
  6256109,
}

-- Classic replacement sounds (random pool per weapon type)
local CLASSIC_BOW_FIDS = { 567674, 567673, 567682 } -- bowrelease 1-3
local CLASSIC_GUN_FIDS = { 567721, 567718, 567722 } -- gunfire 1-3

-- Name-based index: lowercase spell name -> spell_config entry.
-- Handles variant spell IDs (e.g., Balance Moonfire 155625 vs base 8921)
-- that share sounds with a configured spell but have a different ID.
-- Rebuilt lazily on first access after any spell_config change.
local spellNameIndex = {}
local spellNameIndexDirty = true

---------------------------------------------------------------------------
-- Defaults (AceDB profile)
---------------------------------------------------------------------------
local defaults = {
  profile = {
    enabled = true,
    debug = false,
    soundChannel = "Master",
    mute_file_data_ids = {},
    local_file_overrides_by_spell_name = {},
    spell_to_play_file_data_id = {},
    spell_config = {},
    preset_spells = {}, -- { [spellID] = presetName } tracks which spells came from presets
    removed_template_spells = {}, -- { [spellID] = true } prevents re-adding deleted template spells
    saved_presets = {}, -- { [name] = { spells = {[sid]={sound,muteExclusions}}, mutes = {[fid]=true} } }
    muteVocalizations = "off",
    muteWeaponImpacts = false,
    muteCreatureVox = {}, -- { ["Beast"] = true, ["Demon"] = true, ... }
    muteProfessionSounds = {}, -- { ["Blacksmithing"] = true, ... }
    muteAmbientSounds = {}, -- { ["Midnight|Silvermoon City"] = true, ... }
    multiHitWindow = 1.5, -- seconds; suppress duplicate sounds from multi-hit spells
    classicAutoShot = false,
    mutedNPCs = {}, -- { [npcID] = true } NPCs whose sounds are muted
    mutedMounts = {}, -- { [mountID] = true } mounts whose sounds are muted
    muteSkyriding = false, -- mute skyriding wind/speed/ability sounds
    alerts = {},
    customSounds = {}, -- { { name = "My Sound", file = "mysound.ogg" }, ... }
    minimap = { hide = false },
    _lastAutoMutedFIDs = {}, -- persisted snapshot for stale-mute cleanup across /reload
    _lastCreatureMutedFIDs = {}, -- same for creature vox mutes
    _lastProfessionMutedFIDs = {}, -- same for profession sound mutes
    _lastAmbientMutedFIDs = {}, -- same for ambient sound mutes
    _lastNPCMutedFIDs = {}, -- same for NPC sound mutes
    _lastMountMutedFIDs = {}, -- same for mount sound mutes
    _lastVoxMutedFIDs = {}, -- same for vocalization mutes
    _lastWeaponMutedFIDs = {}, -- same for weapon impact mutes
  },
}

---------------------------------------------------------------------------
-- Helpers
---------------------------------------------------------------------------
local function msg(s)
  DEFAULT_CHAT_FRAME:AddMessage("|cff00d1ff[Resonance]|r " .. tostring(s))
end

-- Resolve the spell name API once; C_Spell.GetSpellName is always
-- available on retail 10.x+ and never changes during the session.
local _GetSpellName = (C_Spell and C_Spell.GetSpellName) or GetSpellInfo
local function getSpellName(spellID)
  return _GetSpellName(spellID)
end

local function invalidateSpellNameIndex()
  spellNameIndexDirty = true
end

local function getSpellNameIndex()
  if not spellNameIndexDirty then
    return spellNameIndex
  end
  wipe(spellNameIndex)
  for sid, cfg in pairs(db and db.spell_config or {}) do
    if cfg.sound then
      local name = _GetSpellName(sid)
      if name and name ~= "" then
        spellNameIndex[name:lower()] = cfg
      end
    end
  end
  spellNameIndexDirty = false
  return spellNameIndex
end

local function sanitizeFilename(name)
  name = name:gsub('[\\/:*?"<>|]', "")
  name = name:gsub("%s+$", "")
  return name
end

local function normalizePath(p)
  if not p or p == "" then
    return nil
  end
  p = p:gsub("/", "\\")
  if p:lower():match("^interface\\") then
    return p
  end
  return ADDON_ROOT .. p
end

-- Pre-compute constant path prefix (avoids per-cast concatenation)
local VANILLA_SOUND_BASE = ADDON_ROOT .. "sounds\\vanilla\\"

local function resolveLocalFileForSpellName(spellName)
  if not spellName or spellName == "" then
    return nil
  end

  local mapped = db.local_file_overrides_by_spell_name and db.local_file_overrides_by_spell_name[spellName]
  if mapped then
    return normalizePath(mapped)
  end

  local base = VANILLA_SOUND_BASE .. sanitizeFilename(spellName)
  return base .. ".wav", base .. ".ogg"
end

local activeSpellChannel = nil -- per-spell channel override, set during playResolvedSound

local function getChannel()
  return activeSpellChannel or (db and db.soundChannel) or "Master"
end

local function previewSound(value)
  if not value then
    return false
  end
  local ch = getChannel()
  if type(value) == "number" then
    return PlaySoundFile(value, ch)
  end
  local path = normalizePath(tostring(value))
  if path then
    return PlaySoundFile(path, ch)
  end
  return false
end

local function clearAlertState()
  lastLoCInterrupt = nil
  pendingInterrupt = nil
  for key, handle in pairs(alertHandles) do
    StopSound(handle)
    alertHandles[key] = nil
  end
end

local function refreshAlertEvents()
  local alerts = db.alerts or {}
  -- Interrupt needs UNIT_SPELLCAST_INTERRUPTED
  if alerts.interrupt and alerts.interrupt.enabled then
    Resonance:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
  else
    pcall(function()
      Resonance:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTED")
    end)
  end
  -- LOSS_OF_CONTROL_ADDED is shared by interrupt + lossOfControl
  local needLoC = (alerts.interrupt and alerts.interrupt.enabled)
    or (alerts.lossOfControl and alerts.lossOfControl.enabled)
  if needLoC then
    Resonance:RegisterEvent("LOSS_OF_CONTROL_ADDED")
  else
    pcall(function()
      Resonance:UnregisterEvent("LOSS_OF_CONTROL_ADDED")
    end)
  end
  -- Death
  if alerts.death and alerts.death.enabled then
    Resonance:RegisterEvent("PLAYER_DEAD")
  else
    pcall(function()
      Resonance:UnregisterEvent("PLAYER_DEAD")
    end)
  end
end
Resonance.refreshAlertEvents = refreshAlertEvents
Resonance.clearAlertState = clearAlertState

local function clearAlertEvents()
  pcall(function()
    Resonance:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTED")
  end)
  pcall(function()
    Resonance:UnregisterEvent("LOSS_OF_CONTROL_ADDED")
  end)
  pcall(function()
    Resonance:UnregisterEvent("PLAYER_DEAD")
  end)
end

-- Ref-counted tracker for FIDs with in-flight playback.
-- Prevents the first timer from re-muting a FID that still has active sounds
-- (e.g., rapid casts of the same spell like Whirlwind in a proc window).
local activePlaybackFIDs = {}

local function scheduleStopSound(handle, duration)
  if duration and handle then
    C_Timer.After(duration, function()
      StopSound(handle, 0)
    end)
  end
end

local function playAlertSound(key, debugMsg)
  local alerts = db.alerts
  if not alerts then
    return
  end
  local cfg = alerts[key]
  if not cfg or not cfg.sound then
    return
  end
  if db.debug and debugMsg then
    msg(debugMsg)
  end
  if alertHandles[key] then
    StopSound(alertHandles[key])
    alertHandles[key] = nil
  end
  local ok, handle = previewSound(cfg.sound)
  if ok then
    alertHandles[key] = handle
    if cfg.duration then
      scheduleStopSound(handle, cfg.duration)
    end
  end
end

local function playOneSoundWithUnmute(snd, dbg, duration)
  local isNum = type(snd) == "number"
  local isMuted = isNum
    and (
      (db.mute_file_data_ids and db.mute_file_data_ids[snd])
      or autoMutedFIDs[snd]
      or voxMutedFIDs[snd]
      or weaponMutedFIDs[snd]
      or creatureMutedFIDs[snd]
      or autoShotMutedFIDs[snd]
      or professionMutedFIDs[snd]
      or npcMutedFIDs[snd]
      or ambientMutedFIDs[snd]
    )
  if dbg then
    msg(
      ("  Playing: %s (muted: %s, duration: %s)"):format(
        tostring(snd),
        tostring(isMuted and true or false),
        duration and ("%.2fs"):format(duration) or "full"
      )
    )
  end
  local handle
  if isMuted then
    local fid = snd
    local ch = getChannel()
    for _ = 1, MAX_MUTE_DEPTH do
      UnmuteSoundFile(fid)
    end
    activePlaybackFIDs[fid] = (activePlaybackFIDs[fid] or 0) + 1
    _, handle = PlaySoundFile(fid, ch)
    -- Re-mute symmetrically (same count as unmutes) to restore WoW's internal
    -- refcount, but only after the sound buffer has had time to start playing.
    C_Timer.After(0.5, function()
      local count = (activePlaybackFIDs[fid] or 1) - 1
      if count > 0 then
        activePlaybackFIDs[fid] = count
        return
      end
      activePlaybackFIDs[fid] = nil
      -- Re-mute once per active source to restore the correct refcount.
      -- The MAX_MUTE_DEPTH unmutes above guaranteed clearing to 0;
      -- re-muting per source restores only the depth the addon originally set,
      -- preventing refcount inflation that would leave sounds permanently muted.
      if autoMutedFIDs[fid] and autoMutedFIDs[fid] > 0 then
        MuteSoundFile(fid)
      end
      if db.mute_file_data_ids and db.mute_file_data_ids[fid] then
        MuteSoundFile(fid)
      end
      if weaponMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
      if voxMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
      if creatureMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
      if autoShotMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
      if professionMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
      if npcMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
      if ambientMutedFIDs[fid] then
        MuteSoundFile(fid)
      end
    end)
  elseif isNum then
    _, handle = PlaySoundFile(snd, getChannel())
  else
    _, handle = previewSound(snd)
  end
  scheduleStopSound(handle, duration)
  return handle
end

-- Active sound loop state: cancelled on next cast or when iterations exhausted.
local activeLoop = nil -- { ticker = C_Timer ticker, cancel = function }

local function cancelActiveLoop()
  if activeLoop then
    if activeLoop.ticker then
      activeLoop.ticker:Cancel()
    end
    activeLoop = nil
  end
end

local function playSoundCollection(soundData, dbg, duration)
  if not soundData then
    return
  end
  if type(soundData) == "table" then
    -- Sequence mode: play one sound per hit, advancing through the list.
    -- Format: {snd1, snd2, ..., sequence = true}
    -- Stop the previous sound so hits produce distinct sounds even when
    -- they fire simultaneously (e.g. Rampage's 5 hits in <1 second).
    if soundData.sequence and #soundData > 0 then
      local count = #soundData
      local state = sequenceState[soundData]
      if not state then
        state = { idx = 0 }
        sequenceState[soundData] = state
      end
      state.idx = (state.idx % count) + 1
      local pick = soundData[state.idx]
      if dbg then
        msg(("  Sequence [%d/%d]: picked %s, channel: %s"):format(state.idx, count, tostring(pick), getChannel()))
      end
      playOneSoundWithUnmute(pick, dbg, duration)
      return
    end
    if dbg then
      msg(
        ("  spell_config: %d fixed sound(s)%s%s, channel: %s"):format(
          #soundData,
          soundData.random and (", random pool: " .. #soundData.random) or "",
          soundData.sequence and " (sequence EMPTY)" or "",
          getChannel()
        )
      )
    end
    for _, snd in ipairs(soundData) do
      playOneSoundWithUnmute(snd, dbg, duration)
    end
    if soundData.random and #soundData.random > 0 then
      local pick = soundData.random[math.random(1, #soundData.random)]
      if dbg then
        msg(("  Random pool (%d): picked %s"):format(#soundData.random, tostring(pick)))
      end
      playOneSoundWithUnmute(pick, dbg, duration)
    end
  else
    if dbg then
      msg(("  spell_config: 1 sound, channel: %s"):format(getChannel()))
    end
    playOneSoundWithUnmute(soundData, dbg, duration)
  end
end

-- Play a sound collection with optional looping.
-- loop: nil/false = no loop, true = loop until next cast, number = max iterations
-- Requires duration to know when to re-trigger.
local function playSoundCollectionWithLoop(soundData, dbg, duration, loop)
  cancelActiveLoop()
  playSoundCollection(soundData, dbg, duration)
  if not loop or not duration or duration <= 0 then
    return
  end
  local maxIter = (type(loop) == "number") and loop or 999
  local iter = 0
  local loopChannel = activeSpellChannel -- capture for ticker iterations
  local ticker
  ticker = C_Timer.NewTicker(duration, function()
    iter = iter + 1
    if iter >= maxIter then
      cancelActiveLoop()
      return
    end
    activeSpellChannel = loopChannel
    playSoundCollection(soundData, dbg, duration)
    activeSpellChannel = nil
  end)
  activeLoop = { ticker = ticker }
end

local function playResolvedSound(spellID, spellName, cfg, dbg, phase)
  -- Hot-path callers pass cfg and dbg to avoid redundant lookups;
  -- other callers (e.g., /res testspell) can omit them.
  -- phase: nil/"cast" = cast complete (default), "precast" = cast bar start
  if dbg == nil then
    dbg = db.debug
  end
  phase = phase or "cast"

  -- 0) spell_config: unified per-spell configuration
  if cfg == nil then
    cfg = db.spell_config and db.spell_config[spellID]
  end

  -- 0b) Name-based fallback for variant spell IDs: when a spec-specific
  -- override (e.g., Balance Moonfire 155625) fires without its own
  -- spell_config entry, match the configured base spell by name.
  if cfg == nil then
    if spellName == nil then
      spellName = _GetSpellName(spellID) or ""
    end
    if spellName ~= "" then
      cfg = getSpellNameIndex()[spellName:lower()]
      if dbg and cfg then
        msg(('  Variant matched by name: "%s"'):format(spellName))
      end
    end
  end

  -- Cancel any active sound loop from a previous cast
  cancelActiveLoop()

  if cfg and cfg.sound == false then
    -- Mute only — original sounds are auto-muted, no replacement plays
    if dbg then
      msg("  spell_config: mute only (no replacement)")
    end
    return true
  elseif cfg and cfg.sound then
    -- Determine which phase this config triggers on:
    --   "cast"             = cast complete only (default)
    --   "precast"          = cast bar start only
    --   "precast_and_cast" = precast plays precastSound, cast plays sound
    local trigger = cfg.trigger or "cast"
    if trigger == "precast_and_cast" then
      -- Two-phase setup: precastSound on start, sound on complete
      if phase == "precast" then
        local psnd = cfg.precastSound
        local pdur = cfg.precastDuration
        activeSpellChannel = cfg.channel
        if psnd then
          playSoundCollection(psnd, dbg, pdur)
        elseif dbg then
          msg("  No precastSound configured for precast phase.")
        end
        activeSpellChannel = nil
        return true
      end
      -- phase == "cast": fall through to play cfg.sound below
    elseif trigger == "precast" then
      if phase ~= "precast" then
        if dbg then
          msg("  spell_config: trigger=precast, skipping cast phase")
        end
        return true
      end
    else -- trigger == "cast" (default)
      if phase ~= "cast" then
        if dbg then
          msg("  spell_config: trigger=cast, skipping precast phase")
        end
        return true
      end
    end

    activeSpellChannel = cfg.channel
    -- Faction-specific sound: use hordeSound/allianceSound if set for this faction
    local snd = cfg.sound
    if cfg.hordeSound or cfg.allianceSound then
      local faction = UnitFactionGroup("player")
      if faction == "Horde" and cfg.hordeSound then
        snd = cfg.hordeSound
      elseif faction == "Alliance" and cfg.allianceSound then
        snd = cfg.allianceSound
      end
    end
    playSoundCollectionWithLoop(snd, dbg, cfg.duration, cfg.loop)
    activeSpellChannel = nil
    -- User explicitly configured this sound; don't fall through
    -- (PlaySoundFile may return nil for valid FileDataIDs)
    return true
  elseif dbg then
    msg("  No spell_config sound for this spell.")
  end

  -- Fallback paths only apply to the "cast" phase
  if phase ~= "cast" then
    return false
  end

  -- Fallback paths need spellName; resolve lazily (skipped on the
  -- common path above where cfg.sound existed and returned early).
  if spellName == nil then
    spellName = _GetSpellName(spellID) or ""
  end

  -- 1) Prefer local extracted "vanilla" file by spell name
  local ch = getChannel()
  local wav, ogg = resolveLocalFileForSpellName(spellName)
  if wav then
    local ok = PlaySoundFile(wav, ch)
    if ok then
      return true
    end
  end
  if ogg then
    local ok = PlaySoundFile(ogg, ch)
    if ok then
      return true
    end
  end

  -- 2) Fallback to an in-client FileDataID mapping (user-provided)
  local fid = db.spell_to_play_file_data_id and db.spell_to_play_file_data_id[spellID]
  if fid then
    local ok = PlaySoundFile(fid, ch)
    if ok then
      return true
    end
  end

  return false
end

-- shouldTriggerForSpell is inlined into UNIT_SPELLCAST_SUCCEEDED for
-- the hot path to eliminate function call overhead and allow the
-- spell_config lookup to be passed through to playResolvedSound.

---------------------------------------------------------------------------
-- Global vocalization mute
---------------------------------------------------------------------------
local function getPlayerCSDEntry()
  local raceCSD = Resonance.RaceCSD
  if not raceCSD or not Resonance.VoxFIDs then
    return nil
  end
  local raceID = select(3, UnitRace("player"))
  local sex = (UnitSex("player") == 3) and "1" or "0"
  local csdID = raceCSD[tostring(raceID) .. ":" .. sex]
  if not csdID then
    return nil
  end
  return Resonance.VoxFIDs[csdID]
end

local function getVoxMode()
  local v = db.muteVocalizations
  if v == true then
    return "mine"
  end
  if v == false or v == "off" then
    return "off"
  end
  return v -- "mine" or "all"
end

local function muteVoxEntry(voxEntry)
  local count = 0
  for _, fids in pairs(voxEntry) do
    for _, fid in ipairs(fids) do
      if not voxMutedFIDs[fid] then
        voxMutedFIDs[fid] = true
        MuteSoundFile(fid)
        count = count + 1
      end
    end
  end
  return count
end

local function applyVoxMutes()
  local mode = getVoxMode()
  if mode == "off" then
    return
  end
  -- Cache race/gender key so UNIT_MODEL_CHANGED can detect real changes
  if mode == "mine" then
    local _, raceKey = UnitRace("player")
    local gender = UnitSex("player")
    lastVoxRaceGender = (raceKey or "") .. (gender or "")
  end
  local count = 0
  local hasData = Resonance.VoxFIDs and Resonance.RaceCSD
  if hasData then
    if mode == "mine" then
      local voxEntry = getPlayerCSDEntry()
      if voxEntry then
        count = muteVoxEntry(voxEntry)
      end
    elseif mode == "all" then
      for _, voxEntry in pairs(Resonance.VoxFIDs) do
        count = count + muteVoxEntry(voxEntry)
      end
    end
    -- Persist snapshot
    local snapshot = {}
    for fid in pairs(voxMutedFIDs) do
      snapshot[fid] = true
    end
    db._lastVoxMutedFIDs = snapshot
  else
    -- Data addon not loaded — re-apply from snapshot
    local snapshot = db._lastVoxMutedFIDs
    if snapshot then
      for fid in pairs(snapshot) do
        if not voxMutedFIDs[fid] then
          voxMutedFIDs[fid] = true
          MuteSoundFile(fid)
          count = count + 1
        end
      end
    end
  end
  if count > 0 then
    local label = mode == "all" and L["all races"] or L["your race/gender"]
    msg(L["Muted %d vocalization sounds (%s)."]:format(count, label))
  end
end

local function clearVoxMutes()
  local count = 0
  for fid in pairs(voxMutedFIDs) do
    if not isMutedElsewhere(fid, voxMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  if db and db._lastVoxMutedFIDs then
    for fid in pairs(db._lastVoxMutedFIDs) do
      if not voxMutedFIDs[fid] and not isMutedElsewhere(fid, voxMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastVoxMutedFIDs)
  end
  wipe(voxMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d vocalization mutes."]:format(count))
  end
end

local function refreshVoxMutes()
  clearVoxMutes()
  if db.enabled then
    applyVoxMutes()
  end
end

---------------------------------------------------------------------------
-- Global weapon impact mute
---------------------------------------------------------------------------
local function applyWeaponMutes()
  local count = 0
  if Resonance.WeaponImpactFIDs then
    for _, fid in ipairs(Resonance.WeaponImpactFIDs) do
      if not weaponMutedFIDs[fid] then
        weaponMutedFIDs[fid] = true
        MuteSoundFile(fid)
        count = count + 1
      end
    end
    -- Persist snapshot
    local snapshot = {}
    for fid in pairs(weaponMutedFIDs) do
      snapshot[fid] = true
    end
    db._lastWeaponMutedFIDs = snapshot
  else
    -- Data addon not loaded — re-apply from snapshot
    local snapshot = db._lastWeaponMutedFIDs
    if snapshot then
      for fid in pairs(snapshot) do
        if not weaponMutedFIDs[fid] then
          weaponMutedFIDs[fid] = true
          MuteSoundFile(fid)
          count = count + 1
        end
      end
    end
  end
  if count > 0 then
    msg(L["Muted %d weapon impact sounds."]:format(count))
  end
end

local function clearWeaponMutes()
  local count = 0
  -- Fully unmute every FID (MAX_MUTE_DEPTH clears any accumulated refcount)
  for fid in pairs(weaponMutedFIDs) do
    if not isMutedElsewhere(fid, weaponMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  if db and db._lastWeaponMutedFIDs then
    for fid in pairs(db._lastWeaponMutedFIDs) do
      if not weaponMutedFIDs[fid] and not isMutedElsewhere(fid, weaponMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastWeaponMutedFIDs)
  end
  wipe(weaponMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d weapon impact mutes."]:format(count))
  end
end

---------------------------------------------------------------------------
-- Creature vocalization mute
---------------------------------------------------------------------------
local function hasAnyCreatureVoxEnabled()
  if not db.muteCreatureVox then
    return false
  end
  return next(db.muteCreatureVox) ~= nil
end

local function applyCreatureVoxMutes()
  if not db.muteCreatureVox then
    return
  end
  local cvData = Resonance.CreatureVoxData
  local count = 0
  if cvData then
    for cat, enabled in pairs(db.muteCreatureVox) do
      if enabled then
        local packed = cvData[cat]
        if packed then
          for s in packed:gmatch("%d+") do
            local fid = tonumber(s)
            if
              fid
              and not creatureMutedFIDs[fid]
              and not autoShotMutedFIDs[fid]
              and not professionMutedFIDs[fid]
              and not npcMutedFIDs[fid]
              and not mountMutedFIDs[fid]
              and not ambientMutedFIDs[fid]
            then
              creatureMutedFIDs[fid] = true
              MuteSoundFile(fid)
              count = count + 1
            end
          end
        end
      end
    end
    -- Unmute stale creature vox FIDs from previous session that are no longer
    -- in CreatureVoxData (e.g. FIDs removed to avoid collateral spell muting).
    -- MuteSoundFile persists across /reload but creatureMutedFIDs does not;
    -- each reload with creature vox enabled added another MuteSoundFile call,
    -- so we must call UnmuteSoundFile MAX_MUTE_DEPTH times to drain the
    -- engine's internal refcount.
    local stale = db._lastCreatureMutedFIDs
    if stale then
      for fid in pairs(stale) do
        if not creatureMutedFIDs[fid] and not isMutedElsewhere(fid, creatureMutedFIDs) then
          for _ = 1, MAX_MUTE_DEPTH do
            UnmuteSoundFile(fid)
          end
        end
      end
    end
    -- Unconditionally unmute FIDs that were removed from CreatureVoxData to
    -- avoid collateral spell muting.  Clears stale MuteSoundFile state from
    -- sessions before _lastCreatureMutedFIDs tracking was added.
    local cvExcluded = Resonance.CreatureVoxExcludedFIDs
    if cvExcluded then
      for s in cvExcluded:gmatch("%d+") do
        local fid = tonumber(s)
        if fid and not creatureMutedFIDs[fid] and not isMutedElsewhere(fid, creatureMutedFIDs) then
          for _ = 1, MAX_MUTE_DEPTH do
            UnmuteSoundFile(fid)
          end
        end
      end
    end
    -- Persist snapshot for next session's stale cleanup
    local snapshot = {}
    for fid in pairs(creatureMutedFIDs) do
      snapshot[fid] = true
    end
    db._lastCreatureMutedFIDs = snapshot
  else
    -- Data addon not loaded — re-apply from snapshot
    local snapshot = db._lastCreatureMutedFIDs
    if snapshot then
      for fid in pairs(snapshot) do
        if not creatureMutedFIDs[fid] then
          creatureMutedFIDs[fid] = true
          MuteSoundFile(fid)
          count = count + 1
        end
      end
    end
  end
  if count > 0 then
    msg(L["Muted %d creature vocalization sounds."]:format(count))
  end
end

local function clearCreatureVoxMutes()
  local count = 0
  for fid in pairs(creatureMutedFIDs) do
    if not isMutedElsewhere(fid, creatureMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  -- Also unmute stale FIDs from previous session snapshot — drain refcount
  if db and db._lastCreatureMutedFIDs then
    for fid in pairs(db._lastCreatureMutedFIDs) do
      if not creatureMutedFIDs[fid] and not isMutedElsewhere(fid, creatureMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastCreatureMutedFIDs)
  end
  wipe(creatureMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d creature vocalization mutes."]:format(count))
  end
end

local function refreshCreatureVoxMutes()
  clearCreatureVoxMutes()
  if db.enabled and hasAnyCreatureVoxEnabled() then
    applyCreatureVoxMutes()
  end
end

---------------------------------------------------------------------------
-- Profession sound mute
---------------------------------------------------------------------------
local function hasAnyProfessionMuteEnabled()
  if not db.muteProfessionSounds then
    return false
  end
  return next(db.muteProfessionSounds) ~= nil
end

local function applyProfessionMutes()
  if not ProfessionSoundData or not db.muteProfessionSounds then
    return
  end
  local count = 0
  for cat, enabled in pairs(db.muteProfessionSounds) do
    if enabled then
      local packed = ProfessionSoundData[cat]
      if packed then
        for s in packed:gmatch("%d+") do
          local fid = tonumber(s)
          if fid and not professionMutedFIDs[fid] then
            professionMutedFIDs[fid] = true
            MuteSoundFile(fid)
            count = count + 1
          end
        end
      end
    end
  end
  -- Unmute stale FIDs from previous session
  local stale = db._lastProfessionMutedFIDs
  if stale then
    for fid in pairs(stale) do
      if not professionMutedFIDs[fid] and not isMutedElsewhere(fid, professionMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
  end
  -- Persist snapshot for next session
  local snapshot = {}
  for fid in pairs(professionMutedFIDs) do
    snapshot[fid] = true
  end
  db._lastProfessionMutedFIDs = snapshot
  if count > 0 then
    msg(L["Muted %d profession sounds."]:format(count))
  end
end

local function clearProfessionMutes()
  local count = 0
  for fid in pairs(professionMutedFIDs) do
    if not isMutedElsewhere(fid, professionMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  if db and db._lastProfessionMutedFIDs then
    for fid in pairs(db._lastProfessionMutedFIDs) do
      if not professionMutedFIDs[fid] and not isMutedElsewhere(fid, professionMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastProfessionMutedFIDs)
  end
  wipe(professionMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d profession sound mutes."]:format(count))
  end
end

local function refreshProfessionMutes()
  clearProfessionMutes()
  if db.enabled and hasAnyProfessionMuteEnabled() then
    applyProfessionMutes()
  end
end

---------------------------------------------------------------------------
-- Ambient sound mute
---------------------------------------------------------------------------
local function hasAnyAmbientMuteEnabled()
  if not db.muteAmbientSounds then
    return false
  end
  for _, v in pairs(db.muteAmbientSounds) do
    if v then
      return true
    end
  end
  return false
end

local function applyAmbientMutes()
  local ambientData = Resonance.AmbientSoundData
  if not ambientData or not db.muteAmbientSounds then
    return
  end
  local count = 0
  for key, enabled in pairs(db.muteAmbientSounds) do
    if enabled then
      local exp, zone = key:match("^(.+)|(.+)$")
      if exp and zone and ambientData[exp] and ambientData[exp][zone] then
        local packed = ambientData[exp][zone]
        for s in packed:gmatch("%d+") do
          local fid = tonumber(s)
          if fid and not ambientMutedFIDs[fid] then
            ambientMutedFIDs[fid] = true
            MuteSoundFile(fid)
            count = count + 1
          end
        end
      end
    end
  end
  -- Unmute stale ambient FIDs from previous session
  local stale = db._lastAmbientMutedFIDs
  if stale then
    for fid in pairs(stale) do
      if not ambientMutedFIDs[fid] and not isMutedElsewhere(fid, ambientMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
  end
  -- Persist snapshot for next session
  local snapshot = {}
  for fid in pairs(ambientMutedFIDs) do
    snapshot[fid] = true
  end
  db._lastAmbientMutedFIDs = snapshot
  if count > 0 then
    msg(L["Muted %d ambient sounds."]:format(count))
  end
end

local function clearAmbientMutes()
  local count = 0
  for fid in pairs(ambientMutedFIDs) do
    if not isMutedElsewhere(fid, ambientMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  if db and db._lastAmbientMutedFIDs then
    for fid in pairs(db._lastAmbientMutedFIDs) do
      if not ambientMutedFIDs[fid] and not isMutedElsewhere(fid, ambientMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastAmbientMutedFIDs)
  end
  wipe(ambientMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d ambient sound mutes."]:format(count))
  end
end

local function refreshAmbientMutes()
  clearAmbientMutes()
  if db.enabled and hasAnyAmbientMuteEnabled() then
    applyAmbientMutes()
  end
end

---------------------------------------------------------------------------
-- Classic auto-shot mute
---------------------------------------------------------------------------
local function applyAutoShotMutes()
  local count = 0
  for _, fid in ipairs(AUTO_SHOT_MUTE_FIDS) do
    if not autoShotMutedFIDs[fid] then
      autoShotMutedFIDs[fid] = true
      MuteSoundFile(fid)
      count = count + 1
    end
  end
  if count > 0 then
    msg(L["Muted %d auto-shot sounds."]:format(count))
  end
end

local function clearAutoShotMutes()
  local count = 0
  for fid in pairs(autoShotMutedFIDs) do
    if not isMutedElsewhere(fid, autoShotMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  wipe(autoShotMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d auto-shot mutes."]:format(count))
  end
end

-- Detect equipped ranged weapon type from main hand (slot 16).
-- Returns "bow" (bows + crossbows) or "gun", or nil if unknown.
local C_Item_GetItemInfoInstant = C_Item and C_Item.GetItemInfoInstant
local function getEquippedRangedType()
  local itemID = GetInventoryItemID("player", 16)
  if not itemID or not C_Item_GetItemInfoInstant then
    return nil
  end
  local _, _, _, _, _, classID, subclassID = C_Item_GetItemInfoInstant(itemID)
  if classID ~= 2 then
    return nil
  end -- not a weapon
  if subclassID == 2 or subclassID == 18 then
    return "bow"
  end -- Bows / Crossbows
  if subclassID == 3 then
    return "gun"
  end -- Guns
  return nil
end

---------------------------------------------------------------------------
-- NPC sound mute
---------------------------------------------------------------------------
local function hasAnyNPCMuteEnabled()
  if not db.mutedNPCs then
    return false
  end
  return next(db.mutedNPCs) ~= nil
end

local function applyNPCMutes()
  if not db.mutedNPCs then
    return
  end
  local npcSoundCSD = Resonance.NPCSoundCSD
  local npcRepCSDs = Resonance.NPCRepCSDs
  local npcToCSD = Resonance.NPCToCSD
  local npcVoiceData = Resonance.NPCVoiceData
  local count = 0
  if npcSoundCSD or npcVoiceData then
    for npcID in pairs(db.mutedNPCs) do
      -- CSD combat sounds — check multi-CSD table first, fall back to single CSD
      if npcSoundCSD then
        local csdList = npcRepCSDs and npcRepCSDs[npcID]
        if csdList then
          -- Multi-CSD: NPC has different sound profiles across story phases
          for cs in csdList:gmatch("%d+") do
            local packed = npcSoundCSD[tonumber(cs)]
            if packed then
              for s in packed:gmatch("%d+") do
                local fid = tonumber(s)
                if fid and not npcMutedFIDs[fid] then
                  npcMutedFIDs[fid] = true
                  MuteSoundFile(fid)
                  count = count + 1
                end
              end
            end
          end
        elseif npcToCSD then
          local csd = npcToCSD[npcID]
          local packed = csd and npcSoundCSD[csd]
          if packed then
            for s in packed:gmatch("%d+") do
              local fid = tonumber(s)
              if fid and not npcMutedFIDs[fid] then
                npcMutedFIDs[fid] = true
                MuteSoundFile(fid)
                count = count + 1
              end
            end
          end
        end
      end
      -- VO dialogue sounds (from listfile, separate from CSD)
      if npcVoiceData then
        local vo = npcVoiceData[npcID]
        if vo then
          for s in vo:gmatch("%d+") do
            local fid = tonumber(s)
            if fid and not npcMutedFIDs[fid] then
              npcMutedFIDs[fid] = true
              MuteSoundFile(fid)
              count = count + 1
            end
          end
        end
      end
    end
    -- Persist snapshot for next session
    local snapshot = {}
    for fid in pairs(npcMutedFIDs) do
      snapshot[fid] = true
    end
    db._lastNPCMutedFIDs = snapshot
  else
    -- Data addon not loaded — re-apply from snapshot
    local snapshot = db._lastNPCMutedFIDs
    if snapshot then
      for fid in pairs(snapshot) do
        if not npcMutedFIDs[fid] then
          npcMutedFIDs[fid] = true
          MuteSoundFile(fid)
          count = count + 1
        end
      end
    end
  end
  if count > 0 then
    msg(L["Muted %d NPC sounds."]:format(count))
  end
end

local function clearNPCMutes()
  local count = 0
  for fid in pairs(npcMutedFIDs) do
    if not isMutedElsewhere(fid, npcMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  -- Also unmute stale FIDs from previous session snapshot
  if db and db._lastNPCMutedFIDs then
    for fid in pairs(db._lastNPCMutedFIDs) do
      if not npcMutedFIDs[fid] and not isMutedElsewhere(fid, npcMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastNPCMutedFIDs)
  end
  wipe(npcMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d NPC sound mutes."]:format(count))
  end
end

local function refreshNPCMutes()
  clearNPCMutes()
  if db.enabled and hasAnyNPCMuteEnabled() then
    applyNPCMutes()
  end
end

-- Expose for Options.lua
Resonance.refreshNPCMutes = refreshNPCMutes

---------------------------------------------------------------------------
-- Mount sound mute
---------------------------------------------------------------------------
local function hasAnyMountMuteEnabled()
  if db.mutedMounts and next(db.mutedMounts) then
    return true
  end
  if db.muteSkyriding then
    return true
  end
  return false
end

local function applyMountMutes()
  local mountSoundCSD = Resonance.MountSoundCSD
  local mountToCSD = Resonance.MountToCSD
  local mountExtraFIDs = Resonance.MountExtraFIDs
  local skyridingFIDs = Resonance.MountSkyridingFIDs
  local count = 0
  if mountSoundCSD or mountExtraFIDs then
    -- Individual mount mutes
    if db.mutedMounts then
      for mountID in pairs(db.mutedMounts) do
        -- CSD sounds
        if mountSoundCSD and mountToCSD then
          local csdRef = mountToCSD[mountID]
          if csdRef then
            local csdStr = type(csdRef) == "number" and tostring(csdRef) or csdRef
            for cs in tostring(csdStr):gmatch("%d+") do
              local packed = mountSoundCSD[tonumber(cs)]
              if packed then
                for s in packed:gmatch("%d+") do
                  local fid = tonumber(s)
                  if fid and not mountMutedFIDs[fid] then
                    mountMutedFIDs[fid] = true
                    MuteSoundFile(fid)
                    count = count + 1
                  end
                end
              end
            end
          end
        end
        -- Model-embedded sounds (walk, run, jump, fly from M2 animations)
        if mountExtraFIDs then
          local extra = mountExtraFIDs[mountID]
          if extra then
            for s in extra:gmatch("%d+") do
              local fid = tonumber(s)
              if fid and not mountMutedFIDs[fid] then
                mountMutedFIDs[fid] = true
                MuteSoundFile(fid)
                count = count + 1
              end
            end
          end
        end
      end
    end
    -- Mute skyriding wind/speed sounds (separate toggle)
    if skyridingFIDs and db.muteSkyriding then
      for s in skyridingFIDs:gmatch("%d+") do
        local fid = tonumber(s)
        if fid and not mountMutedFIDs[fid] then
          mountMutedFIDs[fid] = true
          MuteSoundFile(fid)
          count = count + 1
        end
      end
    end
    -- Persist snapshot for next session
    local snapshot = {}
    for fid in pairs(mountMutedFIDs) do
      snapshot[fid] = true
    end
    db._lastMountMutedFIDs = snapshot
  else
    -- Data addon not loaded — re-apply from snapshot
    local snapshot = db._lastMountMutedFIDs
    if snapshot then
      for fid in pairs(snapshot) do
        if not mountMutedFIDs[fid] then
          mountMutedFIDs[fid] = true
          MuteSoundFile(fid)
          count = count + 1
        end
      end
    end
  end
  if count > 0 then
    msg(L["Muted %d mount sounds."]:format(count))
  end
end

local function clearMountMutes()
  local count = 0
  for fid in pairs(mountMutedFIDs) do
    if not isMutedElsewhere(fid, mountMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
    end
    count = count + 1
  end
  -- Also unmute stale FIDs from previous session snapshot
  if db and db._lastMountMutedFIDs then
    for fid in pairs(db._lastMountMutedFIDs) do
      if not mountMutedFIDs[fid] and not isMutedElsewhere(fid, mountMutedFIDs) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
    wipe(db._lastMountMutedFIDs)
  end
  wipe(mountMutedFIDs)
  if count > 0 then
    msg(L["Cleared %d mount sound mutes."]:format(count))
  end
end

local function refreshMountMutes()
  clearMountMutes()
  if db.enabled and hasAnyMountMuteEnabled() then
    applyMountMutes()
  end
end

-- Expose for Options.lua
Resonance.refreshMountMutes = refreshMountMutes

---------------------------------------------------------------------------
-- Spell FID resolution: combines explicit muteFIDs (from spell_config,
-- for spells whose FIDs were excluded from SpellMuteData as over-shared)
-- with SpellMuteData entries (comma-separated strings parsed on demand).
---------------------------------------------------------------------------
local _smf_fids = {}
local _smf_seen = {}

local function getSpellMuteFIDs(sid)
  local cfg = db and db.spell_config and db.spell_config[sid]
  local explicit = cfg and cfg.muteFIDs
  local val = Resonance.SpellMuteData and Resonance.SpellMuteData[sid]
  if not explicit and not val then
    return nil
  end
  wipe(_smf_fids)
  wipe(_smf_seen)
  local fids, seen = _smf_fids, _smf_seen
  if explicit then
    for _, fid in ipairs(explicit) do
      if not seen[fid] then
        fids[#fids + 1] = fid
        seen[fid] = true
      end
    end
  end
  if val then
    for s in val:gmatch("%d+") do
      local fid = tonumber(s)
      if not seen[fid] then
        fids[#fids + 1] = fid
        seen[fid] = true
      end
    end
  end
  return #fids > 0 and fids or nil
end

---------------------------------------------------------------------------
-- Auto-mute management (runtime refcounts in autoMutedFIDs)
---------------------------------------------------------------------------
local function addAutoMuteFIDs(fids)
  if not fids then
    return
  end
  for _, fid in ipairs(fids) do
    autoMutedFIDs[fid] = (autoMutedFIDs[fid] or 0) + 1
  end
end

local function removeAutoMuteFIDs(fids)
  if not fids then
    return
  end
  for _, fid in ipairs(fids) do
    local count = (autoMutedFIDs[fid] or 0) - 1
    if count <= 0 then
      autoMutedFIDs[fid] = nil
      if not isMutedElsewhere(fid) then
        UnmuteSoundFile(fid)
      end
    else
      autoMutedFIDs[fid] = count
    end
  end
end

local function getExclusions(spellID)
  local cfg = db.spell_config and db.spell_config[spellID]
  return cfg and cfg.muteExclusions
end

local _filtered = {}

local function filterExclusions(fids, exclusions)
  if not exclusions then
    return fids
  end
  wipe(_filtered)
  local filtered = _filtered
  for _, fid in ipairs(fids) do
    if not exclusions[fid] then
      filtered[#filtered + 1] = fid
    end
  end
  return filtered
end

-- Cached at file scope — the player's class token never changes during a session.
local _, playerClassToken = UnitClass("player")

-- Should we auto-mute for this spell? Only mute FIDs for spells that belong
-- to the player's own class (or custom / saved-preset spells). Spells from
-- other class templates would just silence those sounds for nearby players
-- with no benefit since UNIT_SPELLCAST_SUCCEEDED only fires for "player".
local function shouldAutoMuteSpell(spellID)
  local source = db.preset_spells and db.preset_spells[spellID]
  if not source then
    return true
  end -- custom spell, always mute
  if not (ClassTemplates and ClassTemplates[source]) then
    return true
  end -- saved preset (not a class key)
  return source == playerClassToken
end

local _deferSnapshot = false

local function persistAutoMutedSnapshot()
  -- Save current auto-muted FIDs so stale mutes can be cleaned on next /reload.
  -- MuteSoundFile persists across /reload but autoMutedFIDs (runtime table) does not.
  if _deferSnapshot then
    return
  end
  if not db then
    return
  end
  local snapshot = {}
  for fid, rc in pairs(autoMutedFIDs) do
    if rc > 0 then
      snapshot[fid] = true
    end
  end
  db._lastAutoMutedFIDs = snapshot
end

local function reapplyAutoMutesFromSnapshot()
  -- Fast path for login: re-mute from saved snapshot without SpellMuteData.
  -- Full rebuild happens when Resonance_Data is loaded (Options open).
  local snapshot = db and db._lastAutoMutedFIDs
  if not snapshot then
    return
  end
  local count = 0
  for fid in pairs(snapshot) do
    if not autoMutedFIDs[fid] or autoMutedFIDs[fid] <= 0 then
      autoMutedFIDs[fid] = (autoMutedFIDs[fid] or 0) + 1
      MuteSoundFile(fid)
      count = count + 1
    end
  end
  if count > 0 and db.debug then
    msg(("Re-applied %d auto-mutes from snapshot."):format(count))
  end
end

local function rebuildAutoMutes()
  -- Unmute FIDs from the PREVIOUS session that are no longer in the current
  -- auto-mute set.  MuteSoundFile calls persist across /reload, so without
  -- this step, FIDs removed from SpellMuteData (e.g. over-shared generic
  -- sounds) would stay muted until a full client restart.
  local stale = db and db._lastAutoMutedFIDs or {}
  for fid, refcount in pairs(autoMutedFIDs) do
    if refcount > 0 and not isMutedElsewhere(fid, autoMutedFIDs) then
      UnmuteSoundFile(fid)
    end
  end
  wipe(autoMutedFIDs)
  for sid, _ in pairs(db.spell_config or {}) do
    if shouldAutoMuteSpell(sid) then
      local fids = getSpellMuteFIDs(sid)
      if fids then
        addAutoMuteFIDs(filterExclusions(fids, getExclusions(sid)))
      end
    end
  end
  -- Unmute stale FIDs from the previous session snapshot — drain refcount
  for fid in pairs(stale) do
    if not autoMutedFIDs[fid] or autoMutedFIDs[fid] <= 0 then
      if not isMutedElsewhere(fid) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
  end
  -- Unconditionally unmute over-shared FIDs that were stripped from
  -- SpellMuteData.  These generic sounds (precast, whoosh, etc.) were
  -- muted by earlier data versions and the stale MuteSoundFile state
  -- persists across /reload even though the FIDs are no longer tracked.
  local excludedFIDs = Resonance.ExcludedFIDs
  if excludedFIDs then
    for s in excludedFIDs:gmatch("%d+") do
      local fid = tonumber(s)
      if fid and not db.mute_file_data_ids[fid] then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
  end
  persistAutoMutedSnapshot()
end

local _newFIDs = {}

local function applyAutoMutesForSpell(spellID)
  if not shouldAutoMuteSpell(spellID) then
    return
  end
  local fids = getSpellMuteFIDs(spellID)
  if not fids then
    return
  end
  fids = filterExclusions(fids, getExclusions(spellID))
  -- Only call MuteSoundFile for FIDs not already muted (avoid inflating WoW's internal refcount)
  wipe(_newFIDs)
  local newFIDs = _newFIDs
  for _, fid in ipairs(fids) do
    if not autoMutedFIDs[fid] or autoMutedFIDs[fid] <= 0 then
      if not db.mute_file_data_ids[fid] then
        newFIDs[#newFIDs + 1] = fid
      end
    end
  end
  addAutoMuteFIDs(fids)
  if db.enabled then
    for _, fid in ipairs(newFIDs) do
      MuteSoundFile(fid)
    end
  end
  persistAutoMutedSnapshot()
end

local function removeAutoMutesForSpell(spellID)
  local fids = getSpellMuteFIDs(spellID)
  if not fids then
    return
  end
  removeAutoMuteFIDs(filterExclusions(fids, getExclusions(spellID)))
  persistAutoMutedSnapshot()
end

local function applyMutes()
  local count = 0
  for fid, enabled in pairs(db.mute_file_data_ids or {}) do
    if enabled then
      MuteSoundFile(fid)
      count = count + 1
    end
  end
  for fid, refcount in pairs(autoMutedFIDs) do
    if refcount > 0 and not db.mute_file_data_ids[fid] then
      MuteSoundFile(fid)
      count = count + 1
    end
  end
  if count > 0 then
    msg(L["Applied %d sound mutes."]:format(count))
  end
end

local function clearMutes()
  local count = 0
  for fid, enabled in pairs(db.mute_file_data_ids or {}) do
    if
      enabled
      and not voxMutedFIDs[fid]
      and not weaponMutedFIDs[fid]
      and not creatureMutedFIDs[fid]
      and not autoShotMutedFIDs[fid]
      and not professionMutedFIDs[fid]
      and not npcMutedFIDs[fid]
      and not mountMutedFIDs[fid]
      and not ambientMutedFIDs[fid]
    then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
      count = count + 1
    end
  end
  for fid, refcount in pairs(autoMutedFIDs) do
    if refcount > 0 and not isMutedElsewhere(fid, autoMutedFIDs) then
      for _ = 1, MAX_MUTE_DEPTH do
        UnmuteSoundFile(fid)
      end
      count = count + 1
    end
  end
  if count > 0 then
    msg(L["Cleared %d sound mutes."]:format(count))
  end
end

---------------------------------------------------------------------------
-- Base64 encode/decode
---------------------------------------------------------------------------
local b64chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
local b64lookup = {}
for i = 1, 64 do
  b64lookup[b64chars:byte(i)] = i - 1
end

local function b64encode(data)
  local out = {}
  for i = 1, #data, 3 do
    local a, b, c = data:byte(i, i + 2)
    b = b or 0
    c = c or 0
    local n = a * 65536 + b * 256 + c
    local remaining = #data - i + 1
    out[#out + 1] = b64chars:sub(bit.rshift(n, 18) + 1, bit.rshift(n, 18) + 1)
    out[#out + 1] = b64chars:sub(bit.band(bit.rshift(n, 12), 63) + 1, bit.band(bit.rshift(n, 12), 63) + 1)
    out[#out + 1] = remaining > 1
        and b64chars:sub(bit.band(bit.rshift(n, 6), 63) + 1, bit.band(bit.rshift(n, 6), 63) + 1)
      or "="
    out[#out + 1] = remaining > 2 and b64chars:sub(bit.band(n, 63) + 1, bit.band(n, 63) + 1) or "="
  end
  return table.concat(out)
end

local function b64decode(data)
  data = data:gsub("[^A-Za-z0-9+/=]", "")
  local out = {}
  for i = 1, #data, 4 do
    local a = b64lookup[data:byte(i)] or 0
    local b = b64lookup[data:byte(i + 1)] or 0
    local c = b64lookup[data:byte(i + 2)] or 0
    local d = b64lookup[data:byte(i + 3)] or 0
    local n = a * 262144 + b * 4096 + c * 64 + d
    out[#out + 1] = string.char(bit.band(bit.rshift(n, 16), 255))
    if data:sub(i + 2, i + 2) ~= "=" then
      out[#out + 1] = string.char(bit.band(bit.rshift(n, 8), 255))
    end
    if data:sub(i + 3, i + 3) ~= "=" then
      out[#out + 1] = string.char(bit.band(n, 255))
    end
  end
  return table.concat(out)
end

---------------------------------------------------------------------------
-- Export / Import
---------------------------------------------------------------------------
local function encodeSoundValue(sound)
  if type(sound) == "table" then
    local parts = {}
    for _, s in ipairs(sound) do
      parts[#parts + 1] = tostring(s)
    end
    if sound.random then
      local rParts = {}
      for _, s in ipairs(sound.random) do
        rParts[#rParts + 1] = tostring(s)
      end
      parts[#parts + 1] = "R" .. table.concat(rParts, "|")
    end
    if sound.sequence then
      parts[#parts + 1] = "SEQ"
    end
    return table.concat(parts, ",")
  elseif type(sound) == "number" then
    return tostring(sound)
  else
    return '"' .. tostring(sound) .. '"'
  end
end

local function decodeSoundValue(val)
  if not val or val == "" then
    return nil
  end
  local quoted = val:match('^"(.*)"$')
  if quoted then
    return quoted
  end
  if val:find(",") then
    local sound = {}
    for part in val:gmatch("[^,]+") do
      if part == "SEQ" then
        sound.sequence = true
      else
        local rPool = part:match("^R(.+)$")
        if rPool then
          sound.random = {}
          for fidStr in rPool:gmatch("(%d+)") do
            sound.random[#sound.random + 1] = tonumber(fidStr)
          end
        else
          local n = tonumber(part)
          if n then
            sound[#sound + 1] = n
          end
        end
      end
    end
    if sound.random and #sound.random == 0 then
      sound.random = nil
    end
    if #sound == 1 and not sound.random and not sound.sequence then
      sound = sound[1]
    end
    if #sound == 0 and not sound.random and not sound.sequence then
      sound = nil
    end
    return sound
  end
  return tonumber(val)
end

local function encodePresetData(name, spells, mutes)
  local lines = { "V1" }
  if name and name ~= "" then
    lines[#lines + 1] = "N" .. name
  end
  for sid, cfg in pairs(spells or {}) do
    if cfg.sound == false then
      lines[#lines + 1] = "S" .. sid .. "=!M"
    elseif cfg.sound then
      lines[#lines + 1] = "S" .. sid .. "=" .. encodeSoundValue(cfg.sound)
    else
      lines[#lines + 1] = "S" .. sid .. "="
    end
    if cfg.muteExclusions then
      local excl = {}
      for fid in pairs(cfg.muteExclusions) do
        excl[#excl + 1] = tostring(fid)
      end
      if #excl > 0 then
        lines[#lines + 1] = "X" .. sid .. ":" .. table.concat(excl, ",")
      end
    end
    if cfg.muteFIDs then
      local parts = {}
      for _, fid in ipairs(cfg.muteFIDs) do
        parts[#parts + 1] = tostring(fid)
      end
      if #parts > 0 then
        lines[#lines + 1] = "F" .. sid .. ":" .. table.concat(parts, ",")
      end
    end
    if cfg.duration then
      lines[#lines + 1] = "D" .. sid .. ":" .. tostring(cfg.duration)
    end
    if cfg.loop then
      lines[#lines + 1] = "L" .. sid .. ":" .. tostring(cfg.loop)
    end
    if cfg.trigger and cfg.trigger ~= "cast" then
      lines[#lines + 1] = "T" .. sid .. ":" .. cfg.trigger
    end
    if cfg.precastSound then
      lines[#lines + 1] = "P" .. sid .. "=" .. encodeSoundValue(cfg.precastSound)
    end
    if cfg.precastDuration then
      lines[#lines + 1] = "Q" .. sid .. ":" .. tostring(cfg.precastDuration)
    end
  end
  for fid in pairs(mutes or {}) do
    lines[#lines + 1] = "M" .. fid
  end
  local text = table.concat(lines, "\n")
  return "!Resonance!" .. b64encode(text)
end

local function decodePresetString(str)
  if not str or str == "" then
    return nil, L["Empty import string."]
  end
  str = str:match("^%s*(.-)%s*$")
  if str:sub(1, 11) ~= "!Resonance!" then
    return nil, L["Invalid format: missing !Resonance! prefix."]
  end
  local encoded = str:sub(12)
  local ok, decoded = pcall(b64decode, encoded)
  if not ok or not decoded or decoded == "" then
    return nil, L["Failed to decode import string."]
  end
  local lines = {}
  for line in decoded:gmatch("[^\n]+") do
    lines[#lines + 1] = line
  end
  if #lines == 0 or (lines[1] ~= "V1" and lines[1] ~= "V2") then
    return nil, L["Unknown format version."]
  end
  local name = nil
  local spells = {}
  local mutes = {}
  for i = 2, #lines do
    local line = lines[i]
    local tag = line:sub(1, 1)
    if tag == "N" then
      name = line:sub(2)
    elseif tag == "S" then
      local sid, val = line:match("^S(%d+)=(.*)")
      sid = tonumber(sid)
      if sid then
        local sound
        if val == "!M" then
          sound = false
        elseif val and val ~= "" then
          sound = decodeSoundValue(val)
        end
        spells[sid] = { sound = sound }
      end
    elseif tag == "X" then
      local sid, fidList = line:match("^X(%d+):(.+)$")
      sid = tonumber(sid)
      if sid and fidList and spells[sid] then
        local exclusions = spells[sid].muteExclusions or {}
        for fidStr in fidList:gmatch("(%d+)") do
          exclusions[tonumber(fidStr)] = true
        end
        spells[sid].muteExclusions = exclusions
      end
    elseif tag == "F" then
      local sid, fidList = line:match("^F(%d+):(.+)$")
      sid = tonumber(sid)
      if sid and fidList and spells[sid] then
        local mfids = {}
        for fidStr in fidList:gmatch("(%d+)") do
          mfids[#mfids + 1] = tonumber(fidStr)
        end
        if #mfids > 0 then
          spells[sid].muteFIDs = mfids
        end
      end
    elseif tag == "D" then
      local sid, dur = line:match("^D(%d+):(.+)$")
      sid = tonumber(sid)
      dur = tonumber(dur)
      if sid and dur and spells[sid] then
        spells[sid].duration = dur
      end
    elseif tag == "L" then
      local sid, val = line:match("^L(%d+):(.+)$")
      sid = tonumber(sid)
      if sid and val and spells[sid] then
        if val == "true" then
          spells[sid].loop = true
        else
          local n = tonumber(val)
          if n then
            spells[sid].loop = n
          end
        end
      end
    elseif tag == "T" then
      local sid, trig = line:match("^T(%d+):(.+)$")
      sid = tonumber(sid)
      if sid and trig and spells[sid] then
        if trig == "cast" or trig == "precast" or trig == "precast_and_cast" then
          spells[sid].trigger = trig
        end
      end
    elseif tag == "P" then
      local sid, val = line:match("^P(%d+)=(.*)")
      sid = tonumber(sid)
      if sid and val and spells[sid] then
        spells[sid].precastSound = decodeSoundValue(val)
      end
    elseif tag == "Q" then
      local sid, dur = line:match("^Q(%d+):(.+)$")
      sid = tonumber(sid)
      dur = tonumber(dur)
      if sid and dur and spells[sid] then
        spells[sid].precastDuration = dur
      end
    elseif tag == "M" then
      local fid = tonumber(line:sub(2))
      if fid then
        mutes[fid] = true
      end
    end
  end
  return name, { spells = spells, mutes = mutes }
end

function Resonance:ExportConfig(name)
  local spells = {}
  for sid, cfg in pairs(db.spell_config or {}) do
    local entry = { sound = cfg.sound }
    if cfg.muteExclusions then
      entry.muteExclusions = {}
      for fid in pairs(cfg.muteExclusions) do
        entry.muteExclusions[fid] = true
      end
    end
    if cfg.muteFIDs then
      entry.muteFIDs = cfg.muteFIDs
    end
    if cfg.duration then
      entry.duration = cfg.duration
    end
    if cfg.loop then
      entry.loop = cfg.loop
    end
    if cfg.trigger and cfg.trigger ~= "cast" then
      entry.trigger = cfg.trigger
    end
    if cfg.precastSound then
      entry.precastSound = cfg.precastSound
    end
    if cfg.precastDuration then
      entry.precastDuration = cfg.precastDuration
    end
    if cfg.multiHitWindow then
      entry.multiHitWindow = cfg.multiHitWindow
    end
    spells[sid] = entry
  end
  local mutes = {}
  for fid, enabled in pairs(db.mute_file_data_ids or {}) do
    if enabled then
      mutes[fid] = true
    end
  end
  return encodePresetData(name, spells, mutes)
end

function Resonance:ImportConfig(str)
  local name, result = decodePresetString(str)
  if not name and type(result) == "string" then
    return nil, result
  end
  if not result or type(result) ~= "table" then
    return nil, L["Failed to parse import string."]
  end
  local added, skipped, addedMutes = 0, 0, 0
  _deferSnapshot = true
  for sid, cfg in pairs(result.spells or {}) do
    if db.spell_config[sid] then
      skipped = skipped + 1
    else
      db.spell_config[sid] = {
        sound = cfg.sound,
        muteExclusions = cfg.muteExclusions,
        muteFIDs = cfg.muteFIDs,
        duration = cfg.duration,
        loop = cfg.loop,
        trigger = cfg.trigger,
        precastSound = cfg.precastSound,
        precastDuration = cfg.precastDuration,
        multiHitWindow = cfg.multiHitWindow,
      }
      applyAutoMutesForSpell(sid)
      added = added + 1
    end
  end
  _deferSnapshot = false
  for fid in pairs(result.mutes or {}) do
    if not db.mute_file_data_ids[fid] then
      db.mute_file_data_ids[fid] = true
      MuteSoundFile(fid)
      addedMutes = addedMutes + 1
    end
  end
  if added > 0 then
    persistAutoMutedSnapshot()
    invalidateSpellNameIndex()
  end
  return added, skipped, addedMutes
end

---------------------------------------------------------------------------
-- Preset management
---------------------------------------------------------------------------
function Resonance:ImportToPreset(str)
  local name, result = decodePresetString(str)
  if not name and type(result) == "string" then
    return nil, result
  end
  if not result or type(result) ~= "table" then
    return nil, L["Failed to parse import string."]
  end
  if not name or name == "" then
    local idx = 1
    repeat
      name = "Imported Preset" .. (idx > 1 and (" " .. idx) or "")
      idx = idx + 1
    until not db.saved_presets[name]
  end
  return name, result
end

function Resonance:SaveCurrentAsPreset(name)
  if not name or name == "" then
    return false
  end
  local preset = { spells = {}, mutes = {} }
  for sid, cfg in pairs(db.spell_config or {}) do
    local entry = { sound = cfg.sound }
    if cfg.muteExclusions then
      entry.muteExclusions = {}
      for fid in pairs(cfg.muteExclusions) do
        entry.muteExclusions[fid] = true
      end
    end
    if cfg.muteFIDs then
      entry.muteFIDs = cfg.muteFIDs
    end
    if cfg.duration then
      entry.duration = cfg.duration
    end
    if cfg.loop then
      entry.loop = cfg.loop
    end
    if cfg.trigger and cfg.trigger ~= "cast" then
      entry.trigger = cfg.trigger
    end
    if cfg.precastSound then
      entry.precastSound = cfg.precastSound
    end
    if cfg.precastDuration then
      entry.precastDuration = cfg.precastDuration
    end
    preset.spells[sid] = entry
  end
  for fid, enabled in pairs(db.mute_file_data_ids or {}) do
    if enabled then
      preset.mutes[fid] = true
    end
  end
  db.saved_presets[name] = preset
  return true
end

function Resonance:ApplySavedPreset(name)
  local preset = db.saved_presets[name]
  if not preset then
    return 0, 0, 0
  end
  local added, skipped, addedMutes = 0, 0, 0
  _deferSnapshot = true
  for sid, cfg in pairs(preset.spells or {}) do
    if db.spell_config[sid] then
      skipped = skipped + 1
    else
      local newCfg = { sound = cfg.sound }
      if cfg.muteExclusions then
        newCfg.muteExclusions = {}
        for fid in pairs(cfg.muteExclusions) do
          newCfg.muteExclusions[fid] = true
        end
      end
      if cfg.muteFIDs then
        newCfg.muteFIDs = cfg.muteFIDs
      end
      if cfg.duration then
        newCfg.duration = cfg.duration
      end
      if cfg.loop then
        newCfg.loop = cfg.loop
      end
      if cfg.trigger and cfg.trigger ~= "cast" then
        newCfg.trigger = cfg.trigger
      end
      if cfg.precastSound then
        newCfg.precastSound = cfg.precastSound
      end
      if cfg.precastDuration then
        newCfg.precastDuration = cfg.precastDuration
      end
      db.spell_config[sid] = newCfg
      db.preset_spells[sid] = name
      applyAutoMutesForSpell(sid)
      added = added + 1
    end
  end
  _deferSnapshot = false
  for fid in pairs(preset.mutes or {}) do
    if not db.mute_file_data_ids[fid] then
      db.mute_file_data_ids[fid] = true
      MuteSoundFile(fid)
      addedMutes = addedMutes + 1
    end
  end
  if added > 0 then
    persistAutoMutedSnapshot()
    invalidateSpellNameIndex()
  end
  return added, skipped, addedMutes
end

function Resonance:DeleteSavedPreset(name)
  if not name then
    return
  end
  db.saved_presets[name] = nil
end

function Resonance:ExportPresetData(name, presetData)
  return encodePresetData(name, presetData.spells, presetData.mutes)
end

function Resonance:ClassPresetToData(classKey)
  local template = ClassTemplates and ClassTemplates[classKey]
  if not template then
    return nil
  end
  local data = { spells = {}, mutes = {} }
  for _, entry in ipairs(template) do
    local spell = { sound = entry.sound }
    if entry.muteExclusions then
      spell.muteExclusions = {}
      for _, fid in ipairs(entry.muteExclusions) do
        spell.muteExclusions[fid] = true
      end
    end
    if entry.muteFIDs then
      spell.muteFIDs = { unpack(entry.muteFIDs) }
    end
    data.spells[entry.spellID] = spell
  end
  return data
end

---------------------------------------------------------------------------
-- Public API (for Options.lua)
---------------------------------------------------------------------------
Resonance.MAX_MUTE_DEPTH = MAX_MUTE_DEPTH
Resonance.ADDON_ROOT = ADDON_ROOT
Resonance.CUSTOM_SOUNDS_ROOT = CUSTOM_SOUNDS_ROOT
Resonance.msg = msg
Resonance.getSpellName = getSpellName
Resonance.normalizePath = normalizePath
Resonance.previewSound = previewSound
Resonance.applyMutes = applyMutes
Resonance.clearMutes = clearMutes
Resonance.applyAutoMutesForSpell = applyAutoMutesForSpell
Resonance.removeAutoMutesForSpell = removeAutoMutesForSpell
Resonance.rebuildAutoMutes = rebuildAutoMutes
Resonance.shouldAutoMuteSpell = shouldAutoMuteSpell
Resonance.getSpellMuteFIDs = getSpellMuteFIDs
Resonance.autoMutedFIDs = autoMutedFIDs
Resonance.voxMutedFIDs = voxMutedFIDs
Resonance.weaponMutedFIDs = weaponMutedFIDs
Resonance.creatureMutedFIDs = creatureMutedFIDs
Resonance.autoShotMutedFIDs = autoShotMutedFIDs
Resonance.professionMutedFIDs = professionMutedFIDs
Resonance.npcMutedFIDs = npcMutedFIDs
Resonance.ambientMutedFIDs = ambientMutedFIDs
Resonance.refreshAmbientMutes = refreshAmbientMutes
Resonance.invalidateSpellNameIndex = invalidateSpellNameIndex

---------------------------------------------------------------------------
-- LoadOnDemand data addon loader
---------------------------------------------------------------------------
local dataLoaded = false

local function loadDataAddon()
  if dataLoaded then
    return true
  end
  local loaded, reason = C_AddOns.LoadAddOn("Resonance_Data")
  if loaded then
    captureDataAddonGlobals()
    -- Full rebuild with real data (replaces snapshot-based mutes)
    if Resonance.SpellMuteData then
      rebuildAutoMutes()
    end
    -- Rebuild data-dependent mute layers now that real tables are available
    if Resonance.CreatureVoxData and hasAnyCreatureVoxEnabled() then
      clearCreatureVoxMutes()
      applyCreatureVoxMutes()
    end
    if Resonance.NPCSoundCSD and hasAnyNPCMuteEnabled() then
      clearNPCMutes()
      applyNPCMutes()
    end
    if Resonance.MountSoundCSD and hasAnyMountMuteEnabled() then
      clearMountMutes()
      applyMountMutes()
    end
    if Resonance.VoxFIDs and getVoxMode() ~= "off" then
      clearVoxMutes()
      applyVoxMutes()
    end
    if Resonance.WeaponImpactFIDs and db.muteWeaponImpacts then
      clearWeaponMutes()
      applyWeaponMutes()
    end
    dataLoaded = true
    return true
  end
  return false, reason
end

Resonance.loadDataAddon = loadDataAddon

function Resonance:ApplyClassTemplate(classKey)
  local template = ClassTemplates and ClassTemplates[classKey]
  if not template then
    return 0, 0
  end
  local added, skipped = 0, 0
  -- Clear removal markers so the template's spells can be re-added
  if db.removed_template_spells then
    for _, entry in ipairs(template) do
      db.removed_template_spells[entry.spellID] = nil
    end
  end
  _deferSnapshot = true
  for _, entry in ipairs(template) do
    local sid = entry.spellID
    if db.spell_config[sid] then
      skipped = skipped + 1
    else
      local cfg = { sound = entry.sound }
      if entry.muteExclusions then
        cfg.muteExclusions = {}
        for _, fid in ipairs(entry.muteExclusions) do
          cfg.muteExclusions[fid] = true
        end
      end
      if entry.muteFIDs then
        cfg.muteFIDs = { unpack(entry.muteFIDs) }
      end
      if entry.duration then
        cfg.duration = entry.duration
      end
      if entry.loop then
        cfg.loop = entry.loop
      end
      if entry.trigger then
        cfg.trigger = entry.trigger
      end
      if entry.precastSound then
        cfg.precastSound = entry.precastSound
      end
      if entry.precastDuration then
        cfg.precastDuration = entry.precastDuration
      end
      db.spell_config[sid] = cfg
      db.preset_spells[sid] = classKey
      applyAutoMutesForSpell(sid)
      added = added + 1
    end
  end
  _deferSnapshot = false
  if added > 0 then
    persistAutoMutedSnapshot()
    invalidateSpellNameIndex()
  end
  return added, skipped
end

-- Refresh preset spells to match current template values (runs on load)
-- Updates sound and muteExclusions from template; preserves user's additional unmutes
-- Also auto-adds new template spells for classes the user has already loaded
local function refreshPresetsFromTemplates()
  if not ClassTemplates then
    return
  end
  local updated, added = 0, 0
  _deferSnapshot = true

  -- Collect which class templates the user has loaded
  local loadedClasses = {}
  for _, source in pairs(db.preset_spells) do
    loadedClasses[source] = true
  end

  -- Update existing preset spells
  for sid, source in pairs(db.preset_spells) do
    local template = ClassTemplates[source]
    if template then
      for _, entry in ipairs(template) do
        if entry.spellID == sid then
          local cfg = db.spell_config[sid]
          if cfg then
            -- Update mute data from template (template is source of truth),
            -- but preserve user-customized sound (the user may have changed it).
            if entry.muteExclusions then
              cfg.muteExclusions = {}
              for _, fid in ipairs(entry.muteExclusions) do
                cfg.muteExclusions[fid] = true
              end
            else
              cfg.muteExclusions = nil
            end
            if entry.muteFIDs then
              cfg.muteFIDs = { unpack(entry.muteFIDs) }
            else
              cfg.muteFIDs = nil
            end
            -- Only set multiHitWindow from template if user hasn't customized it
            if cfg.multiHitWindow == nil then
              cfg.multiHitWindow = entry.multiHitWindow
            end
            updated = updated + 1
          end
          break
        end
      end
    end
  end

  -- Auto-add new template spells for classes already loaded
  for classKey in pairs(loadedClasses) do
    local template = ClassTemplates[classKey]
    if template then
      for _, entry in ipairs(template) do
        local sid = entry.spellID
        if not db.spell_config[sid] and not (db.removed_template_spells and db.removed_template_spells[sid]) then
          local cfg = { sound = entry.sound }
          if entry.muteExclusions then
            cfg.muteExclusions = {}
            for _, fid in ipairs(entry.muteExclusions) do
              cfg.muteExclusions[fid] = true
            end
          end
          if entry.muteFIDs then
            cfg.muteFIDs = { unpack(entry.muteFIDs) }
          end
          if entry.duration then
            cfg.duration = entry.duration
          end
          if entry.loop then
            cfg.loop = entry.loop
          end
          if entry.trigger then
            cfg.trigger = entry.trigger
          end
          if entry.precastSound then
            cfg.precastSound = entry.precastSound
          end
          if entry.precastDuration then
            cfg.precastDuration = entry.precastDuration
          end
          if entry.multiHitWindow then
            cfg.multiHitWindow = entry.multiHitWindow
          end
          db.spell_config[sid] = cfg
          db.preset_spells[sid] = classKey
          added = added + 1
        end
      end
    end
  end

  _deferSnapshot = false
  if updated > 0 or added > 0 then
    invalidateSpellNameIndex()
    -- Only do a full rebuild if SpellMuteData is available (data addon loaded).
    -- Otherwise defer to OnEnable's snapshot reapply or later loadDataAddon().
    if Resonance.SpellMuteData then
      rebuildAutoMutes()
    end
    persistAutoMutedSnapshot()
    if added > 0 then
      msg(L["%d new template spell(s) auto-added."]:format(added))
    end
  end
end

function Resonance:RemovePresetSpells(presetName)
  local removed = 0
  local toRemove = {}
  for sid, source in pairs(db.preset_spells) do
    if not presetName or source == presetName then
      toRemove[#toRemove + 1] = sid
    end
  end
  _deferSnapshot = true
  for _, sid in ipairs(toRemove) do
    removeAutoMutesForSpell(sid)
    db.spell_config[sid] = nil
    db.preset_spells[sid] = nil
    removed = removed + 1
  end
  _deferSnapshot = false
  if removed > 0 then
    persistAutoMutedSnapshot()
    invalidateSpellNameIndex()
  end
  return removed
end

---------------------------------------------------------------------------
-- AceConfig options tables (one per subcategory panel)
---------------------------------------------------------------------------
local function getGeneralOptions()
  return {
    type = "group",
    name = L["General"],
    args = {
      enabled = {
        type = "toggle",
        name = L["Enable Resonance"],
        desc = L["Toggle the addon on/off. When disabled, all sound mutes are removed and no custom spell sounds play."],
        order = 1,
        width = "full",
        get = function()
          return db.enabled
        end,
        set = function(_, v)
          db.enabled = v
          if v then
            applyMutes()
            if getVoxMode() ~= "off" then
              applyVoxMutes()
            end
            if db.muteWeaponImpacts then
              applyWeaponMutes()
            end
            if hasAnyCreatureVoxEnabled() then
              applyCreatureVoxMutes()
            end
            if hasAnyProfessionMuteEnabled() then
              applyProfessionMutes()
            end
            if hasAnyNPCMuteEnabled() then
              applyNPCMutes()
            end
            if hasAnyMountMuteEnabled() then
              applyMountMutes()
            end
            if hasAnyAmbientMuteEnabled() then
              applyAmbientMutes()
            end
            if db.classicAutoShot then
              applyAutoShotMutes()
            end
            refreshAlertEvents()
          else
            cancelActiveLoop()
            db.muteWeaponImpacts = false
            db.muteVocalizations = "off"
            db.classicAutoShot = false
            if db.muteCreatureVox then
              wipe(db.muteCreatureVox)
            end
            if db.muteProfessionSounds then
              wipe(db.muteProfessionSounds)
            end
            if db.mutedNPCs then
              wipe(db.mutedNPCs)
            end
            if db.mutedMounts then
              wipe(db.mutedMounts)
            end
            db.muteSkyriding = false
            if db.muteAmbientSounds then
              wipe(db.muteAmbientSounds)
            end
            clearAutoShotMutes()
            clearNPCMutes()
            clearMountMutes()
            clearAmbientMutes()
            clearAlertEvents()
            clearAlertState()
            clearProfessionMutes()
            clearCreatureVoxMutes()
            clearVoxMutes()
            clearWeaponMutes()
            clearMutes()
          end
        end,
      },
      debug = {
        type = "toggle",
        name = L["Debug mode (print casts to chat)"],
        desc = L["Print spell cast details (name, ID) to chat on each cast. Useful for finding spell IDs to configure."],
        order = 2,
        width = "full",
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return db.debug
        end,
        set = function(_, v)
          db.debug = v
        end,
      },
      showMinimap = {
        type = "toggle",
        name = L["Show minimap button"],
        desc = L["Show a minimap button. Left-click opens options, right-click toggles addon on/off, drag to reposition."],
        order = 3,
        width = "full",
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return not db.minimap.hide
        end,
        set = function(_, v)
          Resonance.toggleMinimapButton(v)
        end,
      },
      multiHitWindow = {
        type = "range",
        name = L["Multi-hit sound window"],
        desc = L["Time window (in seconds) during which a multi-hit spell won't replay its replacement sound. Prevents abilities like Rampage from playing the sound on every hit. Set to 0 to disable. Per-spell overrides take priority."],
        order = 4,
        min = 0,
        max = 5,
        step = 0.1,
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return db.multiHitWindow
        end,
        set = function(_, v)
          db.multiHitWindow = v
        end,
      },
      soundChannel = {
        type = "select",
        name = L["Replacement sound channel"],
        desc = L["Which audio channel to play replacement spell sounds on. Use 'Master' to always hear them regardless of other volume sliders."],
        order = 5,
        disabled = function()
          return not db.enabled
        end,
        values = {
          Master = MASTER_VOLUME or "Master",
          SFX = SOUND_VOLUME or "SFX",
          Music = MUSIC_VOLUME or "Music",
          Ambience = AMBIENCE_VOLUME or "Ambience",
          Dialog = DIALOG_VOLUME or "Dialog",
        },
        sorting = { "Master", "SFX", "Music", "Ambience", "Dialog" },
        get = function()
          return db.soundChannel
        end,
        set = function(_, v)
          db.soundChannel = v
        end,
      },
    },
  }
end

local function getMutingOptions()
  local opts = {
    type = "group",
    name = L["Muting"],
    args = {
      weaponCombatHeader = {
        type = "header",
        name = L["Weapon & Combat"],
        order = 1,
      },
      muteWeaponImpacts = {
        type = "toggle",
        name = L["Mute weapon impact sounds"],
        desc = L["Mute all weapon impact and swing sounds (the melee hit thwack/clang). Applies globally regardless of weapon type. Note: replacing with classic sounds is not possible — auto-attacks do not fire detectable addon events."],
        order = 2,
        width = "full",
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return db.muteWeaponImpacts
        end,
        set = function(_, v)
          db.muteWeaponImpacts = v
          if v then
            if db.enabled then
              applyWeaponMutes()
            end
          else
            clearWeaponMutes()
          end
        end,
      },
      classicAutoShot = {
        type = "toggle",
        name = L["Classic auto-shot sounds (Hunter)"],
        desc = L["Replace modern bow and gun auto-shot sounds with classic ones. Automatically detects your equipped weapon type (bow/crossbow or gun)."],
        order = 3,
        width = "full",
        hidden = function()
          return playerClassToken ~= "HUNTER"
        end,
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return db.classicAutoShot
        end,
        set = function(_, v)
          db.classicAutoShot = v
          if v then
            if db.enabled then
              applyAutoShotMutes()
            end
          else
            clearAutoShotMutes()
          end
        end,
      },
      characterVoxHeader = {
        type = "header",
        name = L["Character Vocalizations"],
        order = 10,
      },
      muteVocalizations = {
        type = "select",
        name = L["Mute character vocalizations"],
        desc = L["Mute combat grunts, shouts, and exertion sounds. 'Mine' mutes your own race/gender, 'All races' mutes every race/gender in the game."],
        order = 11,
        disabled = function()
          return not db.enabled
        end,
        values = {
          off = L["Off"],
          mine = L["Mine"],
          all = L["All races"],
        },
        sorting = { "off", "mine", "all" },
        get = function()
          return getVoxMode()
        end,
        set = function(_, v)
          db.muteVocalizations = v
          refreshVoxMutes()
        end,
      },
      creatureVoxHeader = {
        type = "header",
        name = L["Creature Vocalizations"],
        order = 20,
      },
      creatureVoxDesc = {
        type = "description",
        fontSize = "medium",
        name = L["Significantly reduces monster attack grunts, injury, death, and aggro sounds by creature category. Coverage varies — some creatures may still be heard."],
        order = 21,
      },
    },
  }

  if Resonance.CreatureVoxCategories then
    for i, cat in ipairs(Resonance.CreatureVoxCategories) do
      opts.args["creatureVox_" .. cat] = {
        type = "toggle",
        name = L[cat] or cat,
        order = 22 + i,
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return db.muteCreatureVox and db.muteCreatureVox[cat] or false
        end,
        set = function(_, v)
          if not db.muteCreatureVox then
            db.muteCreatureVox = {}
          end
          db.muteCreatureVox[cat] = v or nil
          refreshCreatureVoxMutes()
        end,
      }
    end
  end

  opts.args.professionsHeader = {
    type = "header",
    name = L["Professions"],
    order = 50,
  }
  opts.args.professionDesc = {
    type = "description",
    fontSize = "medium",
    name = L["Mute crafting, gathering, and other profession-related sounds by profession."],
    order = 51,
  }
  opts.args.sharedSoundsNote = {
    type = "description",
    fontSize = "medium",
    name = "\n|cffaaaaaa"
      .. L["Note: Some sounds are shared across multiple spells and effects. Muting a sound for one feature (e.g. a profession) will also silence it wherever else it plays in the game."]
      .. "|r",
    order = 100,
  }

  if Resonance.ProfessionCategories then
    for i, prof in ipairs(Resonance.ProfessionCategories) do
      opts.args["profession_" .. prof] = {
        type = "toggle",
        name = L[prof] or prof,
        order = 52 + i,
        disabled = function()
          return not db.enabled
        end,
        get = function()
          return db.muteProfessionSounds and db.muteProfessionSounds[prof] or false
        end,
        set = function(_, v)
          if not db.muteProfessionSounds then
            db.muteProfessionSounds = {}
          end
          db.muteProfessionSounds[prof] = v or nil
          refreshProfessionMutes()
        end,
      }
    end
  end

  return opts
end

---------------------------------------------------------------------------
-- Minimap button (LibDBIcon)
---------------------------------------------------------------------------
local LDB = LibStub("LibDataBroker-1.1")
local LDBIcon = LibStub("LibDBIcon-1.0")

local ldbObj = LDB:NewDataObject("Resonance", {
  type = "launcher",
  icon = 6383545,
  OnClick = function(_, button)
    if button == "RightButton" then
      db.enabled = not db.enabled
      if db.enabled then
        applyMutes()
        if getVoxMode() ~= "off" then
          applyVoxMutes()
        end
        if db.muteWeaponImpacts then
          applyWeaponMutes()
        end
        if hasAnyCreatureVoxEnabled() then
          applyCreatureVoxMutes()
        end
        if hasAnyProfessionMuteEnabled() then
          applyProfessionMutes()
        end
        if hasAnyNPCMuteEnabled() then
          applyNPCMutes()
        end
        if hasAnyAmbientMuteEnabled() then
          applyAmbientMutes()
        end
        if db.classicAutoShot then
          applyAutoShotMutes()
        end
        refreshAlertEvents()
      else
        cancelActiveLoop()
        db.muteWeaponImpacts = false
        db.muteVocalizations = "off"
        db.classicAutoShot = false
        if db.muteCreatureVox then
          wipe(db.muteCreatureVox)
        end
        if db.muteProfessionSounds then
          wipe(db.muteProfessionSounds)
        end
        if db.mutedNPCs then
          wipe(db.mutedNPCs)
        end
        if db.muteAmbientSounds then
          wipe(db.muteAmbientSounds)
        end
        clearAutoShotMutes()
        clearNPCMutes()
        clearAmbientMutes()
        clearAlertEvents()
        clearAlertState()
        clearProfessionMutes()
        clearCreatureVoxMutes()
        clearVoxMutes()
        clearWeaponMutes()
        clearMutes()
      end
      msg(db.enabled and L["Enabled."] or L["Disabled."])
    else
      if Resonance.openOptions then
        Resonance.openOptions()
      end
    end
  end,
  OnTooltipShow = function(tt)
    tt:AddLine("Resonance |cff888888" .. ADDON_VERSION .. "|r")
    tt:AddLine(L["Left-click: Open options"], 1, 1, 1)
    tt:AddLine(L["Right-click: Toggle on/off"], 1, 1, 1)
    tt:AddLine(L["Drag: Move button"], 0.7, 0.7, 0.7)
  end,
})

Resonance.toggleMinimapButton = function(show)
  db.minimap.hide = not show
  if show then
    LDBIcon:Show("Resonance")
  else
    LDBIcon:Hide("Resonance")
  end
end

---------------------------------------------------------------------------
-- Migration from CastSoundsDB
---------------------------------------------------------------------------
local function migrateFromCastSounds()
  if not CastSoundsDB then
    return
  end

  -- Build AceDB-compatible structure
  if not ResonanceDB then
    ResonanceDB = {}
  end
  if not ResonanceDB.profiles then
    ResonanceDB.profiles = {}
  end
  if not ResonanceDB.profiles["Default"] then
    ResonanceDB.profiles["Default"] = {}
  end

  local dest = ResonanceDB.profiles["Default"]
  local src = CastSoundsDB

  -- Copy known keys
  local simpleKeys = { "enabled", "debug", "soundChannel" }
  for _, k in ipairs(simpleKeys) do
    if src[k] ~= nil then
      dest[k] = src[k]
    end
  end

  local tableKeys = {
    "mute_file_data_ids",
    "local_file_overrides_by_spell_name",
    "spell_to_play_file_data_id",
    "spell_config",
    "minimap",
  }
  for _, k in ipairs(tableKeys) do
    if src[k] then
      dest[k] = src[k]
    end
  end

  -- Don't copy auto_muted_fids — it's runtime-only now

  msg(L["Migrated settings from CastSoundsDB. You can disable the old CastSounds addon."])
  CastSoundsDB = nil
end

---------------------------------------------------------------------------
-- AceAddon lifecycle
---------------------------------------------------------------------------
function Resonance:OnInitialize()
  -- Migrate old saved variables before AceDB:New
  migrateFromCastSounds()

  -- Create AceDB
  self.db = LibStub("AceDB-3.0"):New("ResonanceDB", defaults, true)
  db = self.db.profile

  -- Migrate flat alert keys to unified alerts table (v2.1)
  if db.interruptAlert ~= nil or db.interruptAlertSound ~= nil then
    if not db.alerts then
      db.alerts = {}
    end
    db.alerts.interrupt = {
      enabled = db.interruptAlert or false,
      sound = db.interruptAlertSound,
      duration = db.interruptAlertDuration,
      loop = false,
    }
    db.interruptAlert = nil
    db.interruptAlertSound = nil
    db.interruptAlertDuration = nil
  end
  if db.lossOfControlAlert ~= nil or db.lossOfControlAlertSound ~= nil then
    if not db.alerts then
      db.alerts = {}
    end
    db.alerts.lossOfControl = {
      enabled = db.lossOfControlAlert or false,
      sound = db.lossOfControlAlertSound,
      duration = db.lossOfControlAlertDuration,
      loop = false,
    }
    db.lossOfControlAlert = nil
    db.lossOfControlAlertSound = nil
    db.lossOfControlAlertDuration = nil
  end

  -- One-time migration: strip profession sound FIDs from creature vox
  -- snapshots.  Previous versions included mining/crafting sounds in the
  -- Humanoid creature vox data; these stale snapshot entries would keep
  -- profession sounds muted even after the data fix.
  if not db._creatureVoxProfFixApplied then
    local profFIDs = {
      [565539] = 1,
      [565568] = 1,
      [565570] = 1,
      [565577] = 1,
      [565642] = 1,
      [565703] = 1,
      [565850] = 1,
      [565877] = 1,
      [565908] = 1,
      [565944] = 1,
      [566336] = 1,
      [566365] = 1,
      [566369] = 1,
      [566670] = 1,
      [566721] = 1,
      [566989] = 1,
      [566998] = 1,
      [567063] = 1,
      [567081] = 1,
      [567101] = 1,
      [567585] = 1,
      [567587] = 1,
      [567590] = 1,
      [567592] = 1,
      [567593] = 1,
      [567594] = 1,
      [567597] = 1,
      [567600] = 1,
      [567603] = 1,
      [567605] = 1,
      [569559] = 1,
      [569792] = 1,
      [569794] = 1,
      [569799] = 1,
      [569801] = 1,
      [569811] = 1,
      [569814] = 1,
      [569821] = 1,
      [569822] = 1,
      [937258] = 1,
      [937260] = 1,
      [937262] = 1,
      [937264] = 1,
      [937266] = 1,
      [937268] = 1,
      [937270] = 1,
      [937272] = 1,
      [937274] = 1,
      [937276] = 1,
      [971155] = 1,
      [971157] = 1,
      [971159] = 1,
      [1717093] = 1,
      [1717094] = 1,
      [1717095] = 1,
      [1717096] = 1,
      [1717097] = 1,
      [2066564] = 1,
      [2066565] = 1,
      [2066566] = 1,
      [2066568] = 1,
      [2066569] = 1,
      [2066570] = 1,
    }
    local snapshot = db._lastCreatureMutedFIDs
    if snapshot then
      for fid in pairs(profFIDs) do
        if snapshot[fid] then
          snapshot[fid] = nil
          for _ = 1, MAX_MUTE_DEPTH do
            UnmuteSoundFile(fid)
          end
        end
      end
    end
    db._creatureVoxProfFixApplied = true
  end

  -- Profile change callbacks
  local function onProfileChanged()
    cancelActiveLoop()
    clearAutoShotMutes()
    clearNPCMutes()
    clearMountMutes()
    clearAmbientMutes()
    clearProfessionMutes()
    clearCreatureVoxMutes()
    clearWeaponMutes()
    clearVoxMutes()
    clearMutes()
    clearAlertEvents()
    clearAlertState()
    db = self.db.profile
    -- Ensure tables exist (AceDB "Copy From" may not create default tables)
    if not db.mute_file_data_ids then
      db.mute_file_data_ids = {}
    end
    if not db.spell_config then
      db.spell_config = {}
    end
    if not db.preset_spells then
      db.preset_spells = {}
    end
    if not db.spell_to_play_file_data_id then
      db.spell_to_play_file_data_id = {}
    end
    if not db.alerts then
      db.alerts = {}
    end
    if not db.customSounds then
      db.customSounds = {}
    end
    if not db.removed_template_spells then
      db.removed_template_spells = {}
    end
    wipe(autoMutedFIDs)
    wipe(sequenceState)
    if Resonance.SpellMuteData then
      rebuildAutoMutes()
    else
      reapplyAutoMutesFromSnapshot()
    end
    if db.enabled then
      applyMutes()
    end
    if getVoxMode() ~= "off" then
      applyVoxMutes()
    end
    if db.muteWeaponImpacts then
      applyWeaponMutes()
    end
    if hasAnyCreatureVoxEnabled() then
      applyCreatureVoxMutes()
    end
    if hasAnyProfessionMuteEnabled() then
      applyProfessionMutes()
    end
    if hasAnyNPCMuteEnabled() then
      applyNPCMutes()
    end
    if hasAnyMountMuteEnabled() then
      applyMountMutes()
    end
    if hasAnyAmbientMuteEnabled() then
      applyAmbientMutes()
    end
    if db.classicAutoShot then
      applyAutoShotMutes()
    end
    refreshAlertEvents()
    if Resonance.refreshVisibleOptionPanels then
      Resonance.refreshVisibleOptionPanels()
    end
  end
  self.db.RegisterCallback(self, "OnProfileChanged", onProfileChanged)
  self.db.RegisterCallback(self, "OnProfileCopied", onProfileChanged)
  self.db.RegisterCallback(self, "OnProfileReset", onProfileChanged)

  -- Register AceConfig tables (one per subcategory panel)
  local AceConfig = LibStub("AceConfig-3.0")
  AceConfig:RegisterOptionsTable("Resonance_General", getGeneralOptions)
  AceConfig:RegisterOptionsTable("Resonance_Muting", getMutingOptions)
  AceConfig:RegisterOptionsTable("Resonance_Profiles", LibStub("AceDBOptions-3.0"):GetOptionsTable(self.db))

  -- Slash commands
  self:RegisterChatCommand("res", "ChatCommand")
  self:RegisterChatCommand("resonance", "ChatCommand")

  -- Minimap button
  LDBIcon:Register("Resonance", ldbObj, db.minimap)

  -- Options panel (deferred to Options.lua)
  if self.SetupOptions then
    self:SetupOptions()
  end
end

function Resonance:OnEnable()
  self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
  self:RegisterEvent("UNIT_SPELLCAST_START")
  self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START")
  self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP")
  self:RegisterEvent("UNIT_MODEL_CHANGED")
  refreshAlertEvents()
  refreshPresetsFromTemplates()
  -- Use snapshot at login (fast, no SpellMuteData needed).
  -- Full rebuild deferred to when Resonance_Data loads.
  local hasSnapshot = db._lastAutoMutedFIDs and next(db._lastAutoMutedFIDs) ~= nil
  if Resonance.SpellMuteData then
    rebuildAutoMutes()
  elseif hasSnapshot then
    reapplyAutoMutesFromSnapshot()
  else
    -- No snapshot or empty snapshot (first install, or lost due to prior error).
    -- Eagerly load Resonance_Data so auto-mutes can be built immediately.
    loadDataAddon()
  end
  if db.enabled then
    applyMutes()
  end
  if getVoxMode() ~= "off" then
    applyVoxMutes()
  end
  if db.muteWeaponImpacts then
    applyWeaponMutes()
  end
  if db.classicAutoShot then
    applyAutoShotMutes()
  end
  if hasAnyProfessionMuteEnabled() then
    applyProfessionMutes()
  end
  if hasAnyNPCMuteEnabled() then
    applyNPCMutes()
  end
  if hasAnyMountMuteEnabled() then
    applyMountMutes()
  end
  if hasAnyAmbientMuteEnabled() then
    applyAmbientMutes()
  end
  if hasAnyCreatureVoxEnabled() then
    applyCreatureVoxMutes()
  elseif Resonance.CreatureVoxExcludedFIDs then
    -- Creature vox is off but stale MuteSoundFile state from previous
    -- sessions (before FIDs were excluded) still needs clearing.
    for s in Resonance.CreatureVoxExcludedFIDs:gmatch("%d+") do
      local fid = tonumber(s)
      if fid and not isMutedElsewhere(fid) then
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
    end
  end

  -- Clear stale snapshot mutes from previous sessions for disabled features.
  -- If a feature was disabled between sessions, its snapshot FIDs are still
  -- muted in WoW's internal state. Drain them now.
  local snapshotKeys = {
    { flag = "muteWeaponImpacts", key = "_lastWeaponMutedFIDs" },
    {
      flag = nil,
      flagFn = function()
        return getVoxMode() ~= "off"
      end,
      key = "_lastVoxMutedFIDs",
    },
    { flag = nil, flagFn = hasAnyCreatureVoxEnabled, key = "_lastCreatureMutedFIDs" },
    { flag = nil, flagFn = hasAnyProfessionMuteEnabled, key = "_lastProfessionMutedFIDs" },
    { flag = nil, flagFn = hasAnyNPCMuteEnabled, key = "_lastNPCMutedFIDs" },
    { flag = nil, flagFn = hasAnyAmbientMuteEnabled, key = "_lastAmbientMutedFIDs" },
  }
  for _, entry in ipairs(snapshotKeys) do
    local active = entry.flag and db[entry.flag] or (entry.flagFn and entry.flagFn())
    if not active and db[entry.key] then
      for fid in pairs(db[entry.key]) do
        for _ = 1, MAX_MUTE_DEPTH do
          UnmuteSoundFile(fid)
        end
      end
      wipe(db[entry.key])
    end
  end

  msg(L["Loaded. Type /res or go to Esc > Options > Addons > Resonance."])
end

---------------------------------------------------------------------------
-- Event handler
---------------------------------------------------------------------------

local function resolveSpellConfig(spellID)
  local spell_config = db.spell_config
  local cfg = spell_config and spell_config[spellID]
  if not cfg then
    local name = _GetSpellName(spellID)
    if name and name ~= "" then
      cfg = getSpellNameIndex()[name:lower()]
    end
  end
  return cfg
end

function Resonance:UNIT_MODEL_CHANGED(_, unit)
  if unit ~= "player" then
    return
  end
  if getVoxMode() ~= "mine" then
    return
  end
  -- UNIT_MODEL_CHANGED fires very frequently (gear, mounts, effects).
  -- Only refresh vox mutes if the player's race/gender actually changed
  -- (barbershop, Orb of Deception, etc.), not on every model update.
  local _, raceKey = UnitRace("player")
  local gender = UnitSex("player")
  local key = (raceKey or "") .. (gender or "")
  if key == lastVoxRaceGender then
    return
  end
  lastVoxRaceGender = key
  refreshVoxMutes()
end

function Resonance:LOSS_OF_CONTROL_ADDED()
  local alerts = db.alerts
  if not alerts then
    return
  end
  local schoolInterrupt = false
  local otherLoC = nil
  for i = 1, C_LossOfControl.GetActiveLossOfControlDataCount() do
    local data = C_LossOfControl.GetActiveLossOfControlData(i)
    if data then
      if data.locType == "SCHOOL_INTERRUPT" then
        schoolInterrupt = true
      elseif not otherLoC then
        otherLoC = data.locType
      end
    end
  end
  -- Interrupt alert: correlate SCHOOL_INTERRUPT with UNIT_SPELLCAST_INTERRUPTED
  local intCfg = alerts.interrupt
  if schoolInterrupt and intCfg and intCfg.enabled then
    if pendingInterrupt and GetTime() - pendingInterrupt.time <= 1 then
      local spellID = pendingInterrupt.spellID
      pendingInterrupt = nil
      local name = _GetSpellName(spellID) or ""
      playAlertSound("interrupt", ("Interrupted: %s (spellID %d)"):format(name ~= "" and name or "<?>", spellID))
    else
      lastLoCInterrupt = GetTime()
    end
  end
  -- Loss of control alert: any non-SCHOOL_INTERRUPT LoC
  local locCfg = alerts.lossOfControl
  if otherLoC and locCfg and locCfg.enabled then
    playAlertSound("lossOfControl", ("Loss of control: %s"):format(otherLoC))
  end
end

function Resonance:UNIT_SPELLCAST_INTERRUPTED(_, unit, _, spellID)
  if unit ~= "player" then
    return
  end
  local alerts = db.alerts
  if not alerts then
    return
  end
  local cfg = alerts.interrupt
  if not db.enabled or not cfg or not cfg.enabled or not spellID then
    return
  end
  -- If LOSS_OF_CONTROL_ADDED already confirmed a school interrupt, play now
  if lastLoCInterrupt and GetTime() - lastLoCInterrupt <= 1 then
    lastLoCInterrupt = nil
    local name = _GetSpellName(spellID) or ""
    playAlertSound("interrupt", ("Interrupted: %s (spellID %d)"):format(name ~= "" and name or "<?>", spellID))
  else
    -- Cache for LOSS_OF_CONTROL_ADDED to pick up (it may fire after)
    pendingInterrupt = { time = GetTime(), spellID = spellID }
  end
end

function Resonance:PLAYER_DEAD()
  local alerts = db.alerts
  if not alerts then
    return
  end
  local cfg = alerts.death
  if not db.enabled or not cfg or not cfg.enabled then
    return
  end
  playAlertSound("death", "Player died")
end

function Resonance:UNIT_SPELLCAST_START(_, unit, _, spellID)
  if unit ~= "player" then
    return
  end
  if not db.enabled or not spellID then
    return
  end

  local cfg = resolveSpellConfig(spellID)
  if not cfg then
    return
  end
  local trigger = cfg.trigger
  if trigger ~= "precast" and trigger ~= "precast_and_cast" then
    return
  end

  local dbg = db.debug
  local spellName
  if dbg then
    spellName = _GetSpellName(spellID) or ""
    msg(("Precast: %s (spellID %d)"):format(spellName ~= "" and spellName or "<?>", spellID))
  end

  playResolvedSound(spellID, spellName, cfg, dbg, "precast")
end

function Resonance:UNIT_SPELLCAST_CHANNEL_START(_, unit, _, spellID)
  if unit ~= "player" then
    return
  end
  if not db.enabled or not spellID then
    return
  end

  local cfg = resolveSpellConfig(spellID)
  activeChannelSpellID = spellID
  activeChannelCfg = cfg -- may be nil; used to suppress name-matched sub-spells

  if not cfg and not IsPlayerSpell(spellID) then
    return
  end

  local dbg = db.debug
  local spellName
  if dbg then
    spellName = _GetSpellName(spellID) or ""
    msg(("Channel: %s (spellID %d)"):format(spellName ~= "" and spellName or "<?>", spellID))
  end

  playResolvedSound(spellID, spellName, cfg, dbg, "cast")
end

function Resonance:UNIT_SPELLCAST_CHANNEL_STOP(_, unit)
  if unit ~= "player" then
    return
  end
  activeChannelSpellID = nil
  activeChannelCfg = nil
end

function Resonance:UNIT_SPELLCAST_SUCCEEDED(_, unit, _, spellID)
  if unit ~= "player" then
    return
  end
  if not db.enabled or not spellID then
    return
  end

  -- Classic auto-shot: intercept spell 75 before the normal path
  if spellID == AUTO_SHOT_SPELL_ID and db.classicAutoShot and playerClassToken == "HUNTER" then
    local weaponType = getEquippedRangedType()
    local pool = weaponType == "gun" and CLASSIC_GUN_FIDS or CLASSIC_BOW_FIDS
    local pick = pool[math.random(1, #pool)]
    if db.debug then
      msg(("Auto Shot: playing classic %s sound %d"):format(weaponType or "bow", pick))
    end
    PlaySoundFile(pick, db.soundChannel or "Master")
    return
  end

  -- Resolve config with name-based fallback for spell variants,
  -- then gate on IsPlayerSpell for unconfigured spells.
  local cfg = resolveSpellConfig(spellID)
  if not cfg and not IsPlayerSpell(spellID) then
    return
  end

  -- Suppress channel ticks: channeled spells (e.g. Tranquility) fire
  -- UNIT_SPELLCAST_SUCCEEDED per tick.  The sound was already played by
  -- UNIT_SPELLCAST_CHANNEL_START.  Check both exact spell ID and resolved
  -- config identity — tick sub-spells often use a different ID but match
  -- the same spell_config via name fallback (e.g., Tranquility tick 157982
  -- matching configured Tranquility 740 by name).
  if activeChannelSpellID then
    if spellID == activeChannelSpellID or (activeChannelCfg and cfg == activeChannelCfg) then
      if db.debug then
        msg(("  Suppressed channel tick: spellID %d"):format(spellID))
      end
      return
    end
  end

  -- Debounce: brief guard against rapid duplicate events for the same spell.
  -- The 0.5 s window is well below the minimum GCD (0.75 s) so legitimate
  -- rapid recasts of the same spell are unaffected.
  -- Check both by exact spellID (same spell fired twice) and by resolved cfg
  -- identity (multi-hit spells like Rampage use different sub-spell IDs that
  -- all resolve to the same config via name fallback).
  -- Sequence sounds bypass both debounce layers so each hit advances the index.
  local now = GetTime()
  local isSequence = cfg and type(cfg.sound) == "table" and cfg.sound.sequence and #cfg.sound > 0
  if not isSequence then
    local lastPlayed = lastCastSoundTime[spellID]
    if lastPlayed and (now - lastPlayed) < CAST_SOUND_DEBOUNCE then
      if db.debug then
        msg(("  Debounced: spellID %d (%.2fs ago)"):format(spellID, now - lastPlayed))
      end
      return
    end
  end
  if cfg then
    local window = cfg.multiHitWindow or db.multiHitWindow
    if window and window > 0 then
      local lastCfgPlayed = lastCastSoundCfgTime[cfg]
      if lastCfgPlayed and (now - lastCfgPlayed) < window then
        if isSequence then
          -- Sequence: allow through, playSoundCollection will advance the index
          if db.debug then
            msg(
              ("  Sequence hit: spellID %d, same config %.2fs ago (window %.1fs)"):format(
                spellID,
                now - lastCfgPlayed,
                window
              )
            )
          end
        else
          if db.debug then
            msg(
              ("  Debounced (multi-hit): spellID %d, same config played %.2fs ago (window %.1fs)"):format(
                spellID,
                now - lastCfgPlayed,
                window
              )
            )
          end
          return
        end
      end
    end
  end

  -- Defer GetSpellName: for the common case (configured sound), the name
  -- is never used, so skip the C API call entirely unless debug is on or
  -- we fall through to the vanilla-file / FID-mapping fallback paths.
  local dbg = db.debug
  local spellName
  if dbg then
    spellName = _GetSpellName(spellID) or ""
    msg(("Cast: %s (spellID %d)"):format(spellName ~= "" and spellName or "<?>", spellID))
  end

  if playResolvedSound(spellID, spellName, cfg, dbg, "cast") then
    lastCastSoundTime[spellID] = now
    if cfg then
      lastCastSoundCfgTime[cfg] = now
    end
  end
end

---------------------------------------------------------------------------
-- Slash command handler
---------------------------------------------------------------------------
function Resonance:ChatCommand(input)
  input = input or ""
  local cmd, rest = input:match("^(%S+)%s*(.-)$")
  cmd = cmd and cmd:lower() or ""

  if cmd == "options" or cmd == "config" or cmd == "settings" or cmd == "" then
    if Resonance.openOptions then
      Resonance.openOptions()
    else
      msg(L["Options panel not loaded."])
    end
    return
  elseif cmd == "on" then
    db.enabled = true
    applyMutes()
    if getVoxMode() ~= "off" then
      applyVoxMutes()
    end
    if db.muteWeaponImpacts then
      applyWeaponMutes()
    end
    if hasAnyCreatureVoxEnabled() then
      applyCreatureVoxMutes()
    end
    if hasAnyProfessionMuteEnabled() then
      applyProfessionMutes()
    end
    if hasAnyNPCMuteEnabled() then
      applyNPCMutes()
    end
    if hasAnyMountMuteEnabled() then
      applyMountMutes()
    end
    if hasAnyAmbientMuteEnabled() then
      applyAmbientMutes()
    end
    if db.classicAutoShot then
      applyAutoShotMutes()
    end
    refreshAlertEvents()
    msg(L["Enabled."])
  elseif cmd == "off" then
    cancelActiveLoop()
    db.enabled = false
    db.muteWeaponImpacts = false
    db.muteVocalizations = "off"
    db.classicAutoShot = false
    if db.muteCreatureVox then
      wipe(db.muteCreatureVox)
    end
    if db.muteProfessionSounds then
      wipe(db.muteProfessionSounds)
    end
    if db.mutedNPCs then
      wipe(db.mutedNPCs)
    end
    if db.mutedMounts then
      wipe(db.mutedMounts)
    end
    if db.muteAmbientSounds then
      wipe(db.muteAmbientSounds)
    end
    clearAutoShotMutes()
    clearAlertEvents()
    clearAlertState()
    clearNPCMutes()
    clearMountMutes()
    clearAmbientMutes()
    clearProfessionMutes()
    clearVoxMutes()
    clearWeaponMutes()
    clearCreatureVoxMutes()
    clearMutes()
    msg(L["Disabled."])
  elseif cmd == "debug" then
    rest = (rest or ""):lower()
    db.debug = (rest == "on" or rest == "1" or rest == "true")
    msg("Debug: " .. (db.debug and L["Enabled."] or L["Disabled."]))
  elseif cmd == "applymutes" then
    applyMutes()
  elseif cmd == "clearmutes" then
    clearMutes()
  elseif cmd == "muteadd" then
    local fid = tonumber(rest)
    if not fid then
      msg(L["Usage: /res muteadd <fileDataID>"])
      return
    end
    db.mute_file_data_ids[fid] = true
    MuteSoundFile(fid)
    msg(L["Muted fileDataID %d."]:format(fid))
  elseif cmd == "mutedel" then
    local fid = tonumber(rest)
    if not fid then
      msg(L["Usage: /res mutedel <fileDataID>"])
      return
    end
    db.mute_file_data_ids[fid] = nil
    if not isMutedElsewhere(fid) then
      UnmuteSoundFile(fid)
    end
    msg(L["Unmuted fileDataID %d."]:format(fid))
  elseif cmd == "mutelist" then
    msg(L["Muted fileDataIDs:"])
    local n = 0
    for fid, enabled in pairs(db.mute_file_data_ids or {}) do
      if enabled then
        msg(("  %d"):format(fid))
        n = n + 1
      end
    end
    if n == 0 then
      msg(L["  (none)"])
    end
  elseif cmd == "map" then
    local sid, fid = rest:match("^(%d+)%s+(%d+)$")
    sid = sid and tonumber(sid)
    fid = fid and tonumber(fid)
    if not sid or not fid then
      msg(L["Usage: /res map <spellID> <fileDataID>"])
      return
    end
    db.spell_to_play_file_data_id[sid] = fid
    msg(L["Mapped spellID %d -> fileDataID %d."]:format(sid, fid))
  elseif cmd == "unmap" then
    local sid = tonumber(rest)
    if not sid then
      msg(L["Usage: /res unmap <spellID>"])
      return
    end
    db.spell_to_play_file_data_id[sid] = nil
    msg(L["Unmapped spellID %d."]:format(sid))
  elseif cmd == "override" then
    local name, path = rest:match('^"(.-)"%s+(.+)$')
    if not name then
      name, path = rest:match("^(.-)%s+(.+)$")
    end
    if not name or not path then
      msg(L['Usage: /res override "Mortal Strike" sounds/vanilla/Mortal Strike.wav'])
      return
    end
    db.local_file_overrides_by_spell_name[name] = path
    msg(L["Override for '%s' -> %s"]:format(name, path))
  elseif cmd == "clearoverride" then
    local name = rest
    if name and name:sub(1, 1) == '"' then
      name = name:match('^"(.-)"$') or name
    end
    if not name or name == "" then
      msg(L['Usage: /res clearoverride "Mortal Strike"'])
      return
    end
    db.local_file_overrides_by_spell_name[name] = nil
    msg(L["Cleared override for '%s'"]:format(name))
  elseif cmd == "duration" then
    local sid, dur = rest:match("^(%d+)%s+(.+)$")
    sid = sid and tonumber(sid)
    if not sid then
      msg(L["Usage: /res duration <spellID> <seconds|off>"])
      return
    end
    local cfg = db.spell_config[sid]
    if not cfg then
      msg(L["No spell config for spellID %d. Configure a sound first."]:format(sid))
      return
    end
    if dur == "off" or dur == "0" or dur == "clear" then
      cfg.duration = nil
      msg(L["Cleared duration limit for spellID %d."]:format(sid))
    else
      local val = tonumber(dur)
      if not val or val <= 0 then
        msg(L["Usage: /res duration <spellID> <seconds|off>"])
        return
      end
      cfg.duration = val
      msg(L["Set spellID %d duration to %.2f seconds."]:format(sid, val))
    end
  elseif cmd == "testspell" then
    local sid = tonumber(rest)
    if not sid then
      msg(L["Usage: /res testspell <spellID>"])
      return
    end
    local name = getSpellName(sid) or ""
    msg(L["Testing sound for: %s (spellID %d)"]:format(name ~= "" and name or "<?>", sid))
    playResolvedSound(sid, name)
  elseif cmd == "dump" then
    local sid = tonumber(rest)
    if not sid then
      msg("Usage: /res dump <spellID>")
      return
    end
    local cfg = db.spell_config and db.spell_config[sid]
    if not cfg then
      msg(("No spell_config for spellID %d"):format(sid))
      return
    end
    local snd = cfg.sound
    if snd == false then
      msg("  sound = false (mute only)")
    elseif type(snd) == "table" then
      local mode = snd.sequence and "sequence" or (snd.random and "fixed+random" or "fixed")
      msg(
        ("  sound = table (%s): %d entries%s"):format(
          mode,
          #snd,
          snd.random and (", " .. #snd.random .. " random") or ""
        )
      )
      for i, s in ipairs(snd) do
        msg(("    [%d] = %s"):format(i, tostring(s)))
      end
      if snd.random then
        for i, s in ipairs(snd.random) do
          msg(("    random[%d] = %s"):format(i, tostring(s)))
        end
      end
    else
      msg(("  sound = %s (%s)"):format(tostring(snd), type(snd)))
    end
    msg(("  multiHitWindow = %s"):format(tostring(cfg.multiHitWindow)))
  elseif cmd == "checkfid" then
    local fid = tonumber(rest)
    if not fid then
      msg("Usage: /res checkfid <fileDataID>")
      return
    end
    msg("=== Checking FID " .. fid .. " ===")
    local sources = {}
    if db.mute_file_data_ids and db.mute_file_data_ids[fid] then
      sources[#sources + 1] = "Manual mute (mute_file_data_ids)"
    end
    if autoMutedFIDs[fid] and autoMutedFIDs[fid] > 0 then
      sources[#sources + 1] = "Auto-muted (spell config, refcount=" .. autoMutedFIDs[fid] .. ")"
    end
    if voxMutedFIDs[fid] then
      sources[#sources + 1] = "Vocalization mute"
    end
    if weaponMutedFIDs[fid] then
      sources[#sources + 1] = "Weapon impact mute"
    end
    if creatureMutedFIDs[fid] then
      sources[#sources + 1] = "Creature vocalization mute"
    end
    if autoShotMutedFIDs[fid] then
      sources[#sources + 1] = "Auto-shot mute"
    end
    if professionMutedFIDs[fid] then
      sources[#sources + 1] = "Profession mute"
    end
    if npcMutedFIDs[fid] then
      sources[#sources + 1] = "NPC mute"
    end
    if ambientMutedFIDs[fid] then
      sources[#sources + 1] = "Ambient mute"
    end
    -- Check snapshots
    if db._lastWeaponMutedFIDs and db._lastWeaponMutedFIDs[fid] then
      sources[#sources + 1] = "Stale weapon snapshot"
    end
    if db._lastVoxMutedFIDs and db._lastVoxMutedFIDs[fid] then
      sources[#sources + 1] = "Stale vox snapshot"
    end
    if db._lastCreatureMutedFIDs and db._lastCreatureMutedFIDs[fid] then
      sources[#sources + 1] = "Stale creature snapshot"
    end
    if db._lastProfessionMutedFIDs and db._lastProfessionMutedFIDs[fid] then
      sources[#sources + 1] = "Stale profession snapshot"
    end
    if db._lastNPCMutedFIDs and db._lastNPCMutedFIDs[fid] then
      sources[#sources + 1] = "Stale NPC snapshot"
    end
    if db._lastAmbientMutedFIDs and db._lastAmbientMutedFIDs[fid] then
      sources[#sources + 1] = "Stale ambient snapshot"
    end
    if db._lastAutoMutedFIDs and db._lastAutoMutedFIDs[fid] then
      sources[#sources + 1] = "Stale auto-mute snapshot"
    end
    if #sources == 0 then
      msg("  Not muted by Resonance. Try: /res testfid " .. fid)
    else
      for _, s in ipairs(sources) do
        msg("  MUTED by: " .. s)
      end
    end
    -- Force-unmute and test play
    msg("  Force-unmuting and playing...")
    for _ = 1, MAX_MUTE_DEPTH do
      UnmuteSoundFile(fid)
    end
    local ok = PlaySoundFile(fid, "Master")
    msg("  PlaySoundFile result: " .. tostring(ok))
  elseif cmd == "diag" then
    msg(L["=== Resonance Diagnostics ==="])
    local libs = {
      "LibStub",
      "CallbackHandler-1.0",
      "AceAddon-3.0",
      "AceDB-3.0",
      "AceDBOptions-3.0",
      "AceEvent-3.0",
      "AceConsole-3.0",
      "AceConfigRegistry-3.0",
      "AceConfigCmd-3.0",
      "AceConfigDialog-3.0",
      "AceConfig-3.0",
      "AceGUI-3.0",
      "LibDataBroker-1.1",
      "LibDBIcon-1.0",
    }
    for _, libName in ipairs(libs) do
      if libName == "LibStub" then
        local ok = _G.LibStub ~= nil
        msg(("  %s: %s"):format(libName, ok and "|cff00ff00OK|r" or "|cffff0000MISSING|r"))
      else
        local lib, minor = LibStub:GetLibrary(libName, true)
        if lib then
          msg(("  %s: |cff00ff00v%s|r"):format(libName, tostring(minor or "?")))
        else
          msg(("  %s: |cffff0000NOT LOADED|r"):format(libName))
        end
      end
    end
    -- Check AceGUI widget types
    local aceGUI = LibStub:GetLibrary("AceGUI-3.0", true)
    if aceGUI then
      local widgets = { "SimpleGroup", "Button", "CheckBox", "Dropdown", "Label", "Slider", "EditBox", "Heading" }
      msg("  AceGUI widgets:")
      for _, wtype in ipairs(widgets) do
        local ok, w = pcall(function()
          return aceGUI:Create(wtype)
        end)
        if ok and w then
          aceGUI:Release(w)
          msg(("    %s: |cff00ff00OK|r"):format(wtype))
        else
          msg(("    %s: |cffff0000FAILED|r %s"):format(wtype, ok and "" or tostring(w)))
        end
      end
    end
    msg(
      "  Settings API: "
        .. (Settings and Settings.RegisterCanvasLayoutCategory and "|cff00ff00OK|r" or "|cffff0000MISSING|r")
    )
    msg(
      "  Spell mute data: "
        .. (Resonance.SpellMuteData and "|cff00ff00loaded (string-packed)|r" or "|cffff0000NOT LOADED|r")
    )
    msg("  Vox data: " .. (Resonance.VoxFIDs and "|cff00ff00loaded|r" or "|cffffff00not loaded|r"))
    msg("  Creature vox data: " .. (Resonance.CreatureVoxData and "|cff00ff00loaded|r" or "|cffffff00not loaded|r"))
    if Resonance.CreatureVoxCategories then
      local enabledCats = {}
      for _, cat in ipairs(Resonance.CreatureVoxCategories) do
        if db.muteCreatureVox and db.muteCreatureVox[cat] then
          enabledCats[#enabledCats + 1] = cat
        end
      end
      local n = 0
      for _ in pairs(creatureMutedFIDs) do
        n = n + 1
      end
      msg(
        ("  Creature vox muted: %d FIDs, %d categories (%s)"):format(
          n,
          #enabledCats,
          #enabledCats > 0 and table.concat(enabledCats, ", ") or "none"
        )
      )
    end
    msg("  Profession sound data: " .. (ProfessionSoundData and "|cff00ff00loaded|r" or "|cffffff00not loaded|r"))
    if ProfessionCategories then
      local enabledProfs = {}
      for _, prof in ipairs(ProfessionCategories) do
        if db.muteProfessionSounds and db.muteProfessionSounds[prof] then
          enabledProfs[#enabledProfs + 1] = prof
        end
      end
      local n = 0
      for _ in pairs(professionMutedFIDs) do
        n = n + 1
      end
      msg(
        ("  Profession muted: %d FIDs, %d professions (%s)"):format(
          n,
          #enabledProfs,
          #enabledProfs > 0 and table.concat(enabledProfs, ", ") or "none"
        )
      )
    end
    msg(L["=== End Diagnostics ==="])
  elseif cmd == "sfx" then
    rest = (rest or ""):lower()
    if rest == "off" then
      SetCVar("Sound_EnableSFX", 0)
      msg(L["SFX disabled (you may lose footsteps)."])
    else
      SetCVar("Sound_EnableSFX", 1)
      msg(L["SFX enabled."])
    end
  else
    msg(L["Commands:"])
    msg(L["  /res                     Open settings panel"])
    msg("  /res on|off")
    msg("  /res debug on|off")
    msg("  /res testspell <spellID>")
    msg("  /res muteadd <fileDataID>   /res mutedel <fileDataID>   /res mutelist")
    msg("  /res map <spellID> <fileDataID>   /res unmap <spellID>")
    msg("  /res duration <spellID> <seconds|off>")
    msg('  /res override "Spell Name" <path>   /res clearoverride "Spell Name"')
    msg("  /res applymutes  /res clearmutes")
    msg("  /res sfx on|off")
  end
end
