fix: WebSocket heartbeat to prevent idle drops + debounce reconnect sound
30s ping/pong keepalive prevents proxy/NAT from killing idle connections. Reconnect sound now only plays if downtime exceeds 3s, suppressing phantom audio from brief network blips.
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@@ -13,6 +13,7 @@ export function SoundController() {
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// Refs to track previous states
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const isInitialMount = useRef(true);
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const prevIsWsConnected = useRef<boolean>(false);
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const wsDisconnectedAt = useRef<number>(0);
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const prevIsMuted = useRef<boolean>(useVoiceStore.getState().isMuted);
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const prevIsDeafened = useRef<boolean>(useVoiceStore.getState().isDeafened);
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const prevIsCameraOn = useRef<boolean>(useVoiceStore.getState().isCameraOn);
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@@ -24,12 +25,17 @@ export function SoundController() {
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const incomingCallLoop = useRef<AudioBufferSourceNode | null>(null);
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const outgoingCallLoop = useRef<AudioBufferSourceNode | null>(null);
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// WebSocket Reconnect Sound — suppress during active voice (LiveKit handles its own reconnection)
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// WebSocket Reconnect Sound — suppress during active voice and brief blips (<3s)
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useEffect(() => {
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if (isInitialMount.current) return;
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if (!isWsConnected && prevIsWsConnected.current) {
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// Record when we lost connection
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wsDisconnectedAt.current = Date.now();
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}
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if (isWsConnected && !prevIsWsConnected.current) {
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const isInActiveVoice = useVoiceStore.getState().isLiveKitConnected;
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if (!isInActiveVoice) {
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const downtime = wsDisconnectedAt.current > 0 ? Date.now() - wsDisconnectedAt.current : Infinity;
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if (!isInActiveVoice && downtime > 3000) {
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audioManager.playSound('reconnect');
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}
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}
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