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ποΈ Optional Per-Zone EQ Controls: Treble, Bass, and Balance can now be exposed directly as Number entities in your Home Assistant dashboards. You can toggle this on or off in the Options Flow.
π§Ή Programmatic Orphan EQ Cleanup: Toggling EQ controls to OFF now programmatically removes the entities from Home Assistant's Entity Registry instantly, preventing "unavailable" placeholders.
πΎ State Persistence (State & Settings): Switch from options-flow storage to Home Assistant's native state-restoration (RestoreNumber and RestoreEntity). Active player states (on/off, volume, active input source, mute) and configuration sliders are perfectly preserved across Home Assistant reboots.
β‘ Optimized
β‘ Instant Command Execution: Eliminated the legacy 2.0-second delay on network commands by matching UDP responses against the amplifier's response prefix. Commands now execute instantly in ~1β2ms.
π§Ή Full DRY Codebase Optimization: Centralized all display name and unique ID formatting into unified, robust helpers (PREFIX, get_unique_id, get_entity_name), eliminating redundant class repetitions.
π¦ Consolidated EQ Architecture: Replaced separate treble, bass, and balance subclasses with a single, highly maintainable generic C4EQNumber platform class.
π§ Fixed
π Reload-Free Audio Adjustments: Switched persistence off of config_entries.data modifications, completely resolving the bug where moving any audio slider (Max Volume, Treble, Bass, Balance) triggered integration reloads and turned active zones off.
π Glitch-Free Software Max Volume Capping: Capped volumes in software during playback and synchronized hardware caps (chvolmax) only during silent transitions (turning on or off). This completely eliminates transient volume spikes/jumps to max when moving the ceiling slider.
π Uninterrupted Bootups: Restoring media player states on HA reboot is now 100% passive, ensuring your background audio playback continues completely uninterrupted when Home Assistant restarts.
π Fallback-Enabled Native Muting: Native mute commands are attempted first, falling back to volume-based mute if the physical hardware does not support it.