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With multiple full windows, each renderer independently reacts to the same backend event, so one-shot cues fired N times: OS notifications (the per-renderer throttle can't see other windows), the turn-end sound (playCompletionSound runs on every message.complete, ungated by focus), and auto-spoken replies (double voice when a chat is open in two windows). Add a single race-free owner in the main process (electron/event-dedupe.ts): main handles IPC serially, so the first window to claim a key within a short window wins and peers stay quiet. Notifications collapse at the hermes:notify choke point; the sound and spoken replies claim via a new hermes:ambient:claim IPC (keyed by session / reply id). Off Electron the claim falls back to "emit", preserving single-window behavior. The sound's mute check runs before the claim so a muted window can't win the cue and silence an audible peer. |
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