File Details
ApexFury-v0.3.0.zip
- B
- May 3, 2026
- 98.06 KB
- 7
- 12.0.5+1
- Retail
File Name
ApexFury-0.3.0.zip
Supported Versions
- 12.0.5
- 12.0.1
Added
- Audio channel selector. Alerts now play on the Dialog audio channel by default. The Master channel — what most addons (including this one) used to play on — gets crowded in heavy combat: your spell sounds, boss telegraphs, weapon hits, DBM/BigWigs voice cues, and environmental audio all compete on the same mix bus, and a short alert sound can be technically playing yet inaudible against louder simultaneous sounds. The Dialog channel is reserved for NPC speech and cinematic dialogue, so it's nearly empty during M+ and raid pulls, giving your alert clean room to be heard. You can pick Master, SFX, or Dialog in the options window's Sound section, or change it on the fly with
/af channel [dialog|master|sfx]./af statusnow also reports the active channel. A one-time chat message on first login explains the new default, and tells you exactly what to check if you can't hear it (Audio > Dialog Volume in WoW's sound settings, or switch back to Master via the slash command).
Fixed
- Alerts now fire correctly when you have Font of Magic talented. Font of Magic replaces Fire Breath and Eternity Surge with different spell IDs under the hood (382266 / 382411 instead of the base 357208 / 359073). ApexFury was only watching for the base IDs, so every empower you cast was invisible to the addon — every Dragonrage cycle counted zero empowers and got suppressed for "trigger too short", even though Dragonrage was running its full Animosity-extended duration. If you've ever seen "fired" on the overlay but heard nothing during M+, this was likely the cause. All four spell IDs are now tracked; you should see "Empower #1", "Empower #2", etc. in the debug log during Dragonrage.
- Silent alerts now retry once. WoW's audio mixer can drop short sounds when it's overwhelmed in heavy combat — successfully dispatched, but never audibly played. Since Dragonrage's trinket window is gated by a single alert per cycle, a dropped sound means a missed window. ApexFury now retries the alert once after a brief delay (which almost always succeeds once the mixer has freed up), and writes an "alert was inaudible" line to the debug log if both attempts fail. Combined with the new Dialog-channel default, this should resolve the intermittent "I didn't hear my alert" issue.

