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286 scene voice chat#303

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nearnshaw wants to merge 2 commits intomainfrom
286-scene-voice-chat
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286 scene voice chat#303
nearnshaw wants to merge 2 commits intomainfrom
286-scene-voice-chat

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@nearnshaw nearnshaw requested a review from a team as a code owner August 20, 2025 20:45
@nearnshaw nearnshaw requested a review from aleortega August 20, 2025 20:45
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Deploying adr with  Cloudflare Pages  Cloudflare Pages

Latest commit: b72f03f
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### Privacy

— 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.


- Voice chats are exclusive to each scene. A single voice chat can't span players from different scenes.

- 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.

)
```

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.

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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