Split player HUD game and voice volume controls - #32
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Following up on the latest IRC chat with Juest, I added a dedicated voice-playback mute toggle under the voice slider. Clicking it now crosses out the mic icon, sets voice volume to 0%, and hides the Nearby microphone HUD; clicking it again restores the saved level and brings the HUD back. The change is included in this PR. |
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Closes #29
Hey! This reworks the player HUD audio control into a compact two-channel volume panel.
What changed
Vkey toggle the volume panel, so the bars can be hidden and shown whenever needed.Audio master: all Three.js gameplay/SFX audio.Voice: remote nearby WebRTC playback.0%remains the mute position, while the last non-zero level is kept as the restore value.Audio scope
The master path uses the existing Three.js
AudioListenerandsetMasterVolume(), so gameplay sounds stay on one predictable global gain. Voice remains separate and only changes the hidden remote media elements; it never changes microphone capture or voice signalling.Both channel states are persisted in
localStoragewith separate keys, and invalid or blocked storage falls back safely. A dedicated Audio/Sound section inside the full settings dialog is still worth evaluating, but I kept this PR focused on the compact HUD control requested by the issue.Validation
npm run check— passed, including lint, controls/docs, shared-pair checks, audio/voice tests, and the existing gameplay/render suite.