> Historical release notes: the current Studio preview has a different layout and account-controlled Free / Basic / Pro access. See studio-preview-notes.md for current behaviour.

# SubForge 1.16 — Windows preview

This is a test release, not a production-certified enclosure or manufacturing system.

## Using the new interface

- **Model**, at the upper-left of the viewport, opens construction, appearance and port controls. Click an edge or brace to open its contextual editor in this drawer. Close the drawer to recover the entire viewport.
- **Normal / Large / Full Screen** changes viewport size. The corner icon toggles full screen.
- Click a setting label or **Details** for help. Invalid edits and placements show a viewport notification and keep the last feasible design.
- **Cut List** opens the manufacturing/checks panel. Its panel sizes remain conceptual; validate joints, rounded cuts, tolerances and actual hardware before cutting.
- Edits wait for one second of inactivity before rebuilding. Pointer dragging retains live previews; release commits the placement. Save and export flush pending edits.
- The app, models and source are in English.

## What changed

- Product name: SubForge.
- Shared slot mouths now use the same clipped cabinet shell for square and rounded states. This avoids the old separately drawn mouth strips and their inconsistent winding/overlapping corner surfaces.
- Closed rear panels are centred half a wall thickness inside the outside depth datum. Top and bottom spans stop at the inside rear plane.
- Slot partitions extend to the actual interior top/bottom planes instead of leaving an artificial 0.5 mm gap.
- The right sidebar and bottom contextual viewport bars were relocated. Inputs, toggles, foldouts and help share a dark style.
- Cabinet, port, material and brace setting changes are coalesced; edge radius updates also wait one second.
- A lighting profile can be captured from the live Unity scene and reapplied on subsequent starts/builds.

## Guidance — important limits

The green/red indicator is **excursion headroom**, not a general cabinet-volume recommendation. It compares the largest simulated peak displacement in the analysed frequency range with the entered one-way Xmax. The displayed net-volume value shares that colour to show how design changes affect this margin.

The colour moves from green toward red between approximately 65% and 120% of Xmax; exceeding 100% is explicitly labelled. These are presentation thresholds, not a loudspeaker standard. The calculation uses the selected driver count, enclosure, voltage, resistance and DSP. Unknown Xmax produces an unrated result. A low test voltage can make many designs appear to have ample excursion headroom.

It does **not** guarantee satisfactory sound, thermal reliability, safe port flow or performance in a room/car. There is no universal ideal volume derived from Vas alone. Recommended-volume search, target-band optimisation and a combined multi-limit suitability score are not implemented in this preview. Confirm manufacturer data and voice-coil wiring; database completeness is not independent measurement validation.

## Editions

The Editions dialog proposes Free / Basic / Pro groupings. All features remain unlocked for testing. No payment, licence enforcement, updater, signed installer or store integration is included. These are proposed product categories, not a finished commercial licensing system.

## Existing projects

JSON format and physics namespaces remain compatible. Renaming the Windows product changes Unity's default user-data folder to the SubForge sibling of the old SubwooferPhysics folder. Nothing is deleted or migrated automatically. To open an old project, put its full JSON path in the Project File field on the Cut List page, then press Open.

The bundled driver catalogue remains included. Geometry/appearance selections do not substitute different T&S parameters.

## Unity graphics workflow

1. Open **samples/SubwooferPhysics.UnityDemo** in Unity **6000.6.0f1**.
2. Choose **SubForge > Studio > 1 Open live studio**. This enters Play mode using the same application as the Windows build.
3. Choose **SubForge > Studio > 2 Select live model and lighting**.
4. In the Hierarchy, expand the selected viewport object: the cabinet is under **Parametric cabinet**; **Warm key**, **Cool fill** and **Rim** are the live lights.
5. In Scene view, enable scene lighting and experiment with the Light components and transforms. The viewport object's Volume contains exposure, contrast and saturation.
6. Before leaving Play mode, choose **SubForge > Studio > 3 Save lighting and colour profile**.
7. The saved **Assets/SubwooferPhysicsDemo/Resources/SubForgeStudio.json** is loaded next time and included in subsequent Windows builds.

Captured: existing lights' positions, rotations, type, colour, intensity, range, cone angles and shadow properties; exposure, contrast and saturation. Not captured: newly added lights, camera framing, mesh edits, materials, renderer-feature/AO changes or arbitrary Volume overrides. Unity normally discards unsaved Play-mode edits. The supplied menu saves only the listed profile fields. Keep a copy of the JSON when experimenting.

## Release status

Windows x64 portable test build. Extract the complete archive and run **SubForge.exe**; do not move the executable away from its Data folder or Unity DLLs. No Android build is included in this release.
