Sounds on the machine that runs the gateway.
ONE job: when a turn ends or a run waits for the person, play the sound of the active preset on this machine. There are three cues:
:finish a turn completed, :input a run waits for the answer of the person (an input View), :error a turn failed or stopped.
Only a turn that the person waits on makes a sound. This is the rule of push
alerts (push/operator-turn?), so subagent turns, Council wakes and
automation runs stay silent.
Machine settings, group sounds: the sounds switch turns the cues on, and
sound_presets chooses the preset (see internal.sounds). The gateway
process plays the sound, so a gateway on another machine plays it there.
Sounds on the machine that runs the gateway. ONE job: when a turn ends or a run waits for the person, play the sound of the active preset on this machine. There are three cues: :finish a turn completed, :input a run waits for the answer of the person (an input View), :error a turn failed or stopped. Only a turn that the person waits on makes a sound. This is the rule of push alerts (`push/operator-turn?`), so subagent turns, Council wakes and automation runs stay silent. Machine settings, group `sounds`: the `sounds` switch turns the cues on, and `sound_presets` chooses the preset (see `internal.sounds`). The gateway process plays the sound, so a gateway on another machine plays it there.
(cue sid event)The cue that event of session sid raises, or nil.
The cue that `event` of session `sid` raises, or nil.
(on-event! sid event)Play the cue of one session event when the sounds setting is on. Never throws.
Play the cue of one session event when the `sounds` setting is on. Never throws.
(play! cue)Play the sound of cue in the active preset now. Returns true when a player
starts, and false when the cue has no sound, a sound plays already or this
machine has no player.
Play the sound of `cue` in the active preset now. Returns true when a player starts, and false when the cue has no sound, a sound plays already or this machine has no player.
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