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aixaCode
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Aug 25, 2025
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| ### Privacy | ||
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| — Althought there will always be ways for players to eavesdrop on a voice chat, each explorer should display the list of players who are taking part in the conversation. Thanks to that, players can be sure of the privacy of their conversation. |
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Small typo
Suggested change
| — Althought there will always be ways for players to eavesdrop on a voice chat, each explorer should display the list of players who are taking part in the conversation. Thanks to that, players can be sure of the privacy of their conversation. | |
| — Although there will always be ways for players to eavesdrop on a voice chat, each explorer should display the list of players who are taking part in the conversation. Thanks to that, players can be sure of the privacy of their conversation. |
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| - Voice chats are exclusive to each scene. A single voice chat can't span players from different scenes. | ||
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| - Players should be ablele to see a video stream from a scene while in a voice chat. We don't want more than one channel where the player can speak, but they should be able to consume other streams passively. For example, a scene might stream music while the player is in a voice chat. |
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Suggested change
| - Players should be ablele to see a video stream from a scene while in a voice chat. We don't want more than one channel where the player can speak, but they should be able to consume other streams passively. For example, a scene might stream music while the player is in a voice chat. | |
| - Players should be able to see a video stream from a scene while in a voice chat. We don't want more than one channel where the player can speak, but they should be able to consume other streams passively. For example, a scene might stream music while the player is in a voice chat. |
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| In this example, a trigger area is conencting to a hardcoded room number *1*. The scene could have N trigger areas, each with its own separate room number ID hardcoded. |
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Should we have also some error handling if for some reason the backend fails so the scene can react?
| The function `DisconnectFromVoiceChat()` doesn't need to pass a room ID, since the player will be disconnected from the voice chat they are currently in. | ||
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| There is no limit to the amount of room IDs that a scene can handle. On the backend, only active voice chats with multiple users consume voice resources. | ||
| The backend will handle the connection to the voice chat room and the disconnection from the voice chat room. |
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How would the creator know that the use have been connected to the voice chat? Maybe we could have some events, so we can avoid polling
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