Add audible cues and optional spoken announcements for session events (join/leave, channel + PM sent/recv, login, logout/connection-lost, mic on/off, voice-activity, PTT) across all three clients, driven off the shared C ABI vc_event stream so the mapping stays consistent. TTS is off by default; when enabled it announces events and reads message/PM bodies aloud. Master toggles + a sound-volume slider; the per-utterance voice-activity and PTT cues default off. WAVs ship from assets/sounds/. Windows (built + verified): new VoiceCat.App/Notifications/ layer (FeedbackSettings -> %AppData%\VoiceCat\feedback.json, SoundPlayerPool via System.Media.SoundPlayer, SpeechAnnouncer via Prismatoid 0.3.0, EventFeedback dispatcher); MainForm hooks; NotificationSettingsForm under Settings > Notifications; csproj adds the Prismatoid PackageRef and copies the WAVs into sounds\. macOS + iOS (written, not yet built -- needs a Mac): shared VoiceCatCore/Feedback/ (SoundEvent, EventFeedback = AVAudioPlayer pool + native AVSpeechSynthesizer, FeedbackSettings over UserDefaults); WAVs bundled via Package.swift resources (.process). Hooks in SessionState/ AppState (iOS) and MainWindowController (macOS); settings UI in SettingsView (iOS) and SettingsWindowController (macOS). No core/server code touched; ctest --preset dev unaffected. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
namespace VoiceCat.App.Notifications;
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/// <summary>
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/// Combines the sound pool and the speech announcer behind the user's <see cref="FeedbackSettings"/>.
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/// MainForm calls <see cref="PlaySound"/> / <see cref="Speak"/> from inside its existing event
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/// handlers (which already resolve nicknames and channel membership), so this type only owns the
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/// "should I, and how" policy — not the event routing.
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/// </summary>
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public sealed class EventFeedback : IDisposable
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{
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private readonly SoundPlayerPool _sounds = new();
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private readonly SpeechAnnouncer _speech = new();
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public FeedbackSettings Settings { get; set; }
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public EventFeedback(FeedbackSettings settings) => Settings = settings;
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/// <summary>True when speech is both enabled and actually available on this machine.</summary>
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public bool SpeechAvailable => _speech.Available;
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public void PlaySound(SoundEvent ev)
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{
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if (!Settings.Sounds || Settings.Volume <= 0f) return;
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// The two opt-in categories are gated by their own flags.
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if ((ev is SoundEvent.VaStart or SoundEvent.VaStop) && !Settings.SelfTalkSounds) return;
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if (ev is SoundEvent.Ptt && !Settings.PttSound) return;
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_sounds.Play(ev);
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}
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/// <summary>Announce <paramref name="text"/> when spoken feedback is enabled.</summary>
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public void Speak(string text)
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{
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if (!Settings.Speech) return;
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_speech.Speak(text);
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}
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public void Dispose()
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{
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_sounds.Dispose();
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_speech.Dispose();
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}
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}
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