tag ec9c90fa08583b358b105674f015223888b2aa7d v1.1.1
Author:	Farami <webmaster@farami.de>
Date:	Fri Aug 14 14:07:03 2026 +0200

Audio Profiles 1.1.1

Bugfix: profile switching no longer stalls the game. Sound CVars are only
written when the value actually changes, avoiding a DSP chain rebuild on
every apply.

commit 11bb36ee8945ef18cc396065b4c9fc15dcc9b17c
Author: Farami <webmaster@farami.de>
Date:   Fri Aug 14 14:06:54 2026 +0200

    Release 1.1.1: skip redundant sound CVar writes
    
    Applying a profile wrote all six sound CVars every time, including
    Sound_EnableDSPEffects. That CVar makes the client rebuild its DSP chain, and
    the cost scales with the number of live sound emitters, so a hotbar switch in
    a delve stalled the game for seconds even when both profiles had DSP set the
    same way. ApplySnap now reads each CVar and only writes the ones that differ.
    
    This also covers the slider path: WireVolumeSlider calls ApplySnap on every
    OnValueChanged, so a drag was firing a DSP rebuild per frame.

