feat: soundboard, account menu, and call timer
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Soundboard: the trigger travels over the WebSocket and every client in the
call plays the clip locally, instead of mixing it into the presser's
microphone or publishing a LiveKit track. No upstream bandwidth, no media
stack changes, and the clip is not degraded by voice processing.

Fan-out uses a new sendToRoomParticipants rather than sendToRoom: the latter
broadcasts a space room to the whole space, which is right for the presence
the sidebar shows and wrong for anything audible. The cooldown is enforced
server-side — a client-side one only slows down people not trying to abuse it,
and a soundboard is the easiest thing here to turn into a weapon. Playing is
open to anyone in the call; deciding what the buttons are needs MANAGE_SPACE.

Account menu: the name in the user bar had cursor-pointer and no handler, so
the interface was already promising a click that did nothing. Offers profile,
status and copy-id — not the Clips or account switching the reference design
shows, which would be dead UI here.

Call timer: startedAt comes from the server, so a late joiner sees the call's
age rather than their own arrival. Empty space rooms are destroyed already,
which is what makes the next call start from zero — no reset logic needed.
This commit is contained in:
2026-08-31 13:45:18 -03:00
parent ef5545465d
commit f5451e1b14
22 changed files with 5026 additions and 11 deletions
+28
View File
@@ -185,6 +185,34 @@ export class AudioManager {
}
}
/**
* Plays a sound from an arbitrary URL (soundboard clips, which live in the
* upload directory rather than /sounds). Cached by URL like the built-in
* effects, so repeats do not re-download.
*/
async playUrl(url: string, options: { volume?: number } = {}): Promise<void> {
try {
const ctx = this.ensureContext();
await this.resumeContext();
let buffer = this.soundBuffers.get(url);
if (!buffer) {
const response = await fetch(url);
if (!response.ok) return;
buffer = await ctx.decodeAudioData(await response.arrayBuffer());
this.soundBuffers.set(url, buffer);
}
const source = ctx.createBufferSource();
source.buffer = buffer;
const gain = ctx.createGain();
gain.gain.value = options.volume ?? 1;
source.connect(gain);
gain.connect(this.getMasterOutput());
source.start(0);
} catch (err) {
console.warn('[AudioManager] playUrl failed', err);
}
}
async playSound(name: string, options: { loop?: boolean; volume?: number } = {}): Promise<AudioBufferSourceNode | null> {
await this.resumeContext();
const buffer = await this.loadSound(name);