ElevenLabs: remove temporary [MIC-DBG] mic uplink diagnostics
Client mic uplink confirmed working in a packaged build across two PCs (networked Server VAD): the agent now replies to the player's voice. Remove the [MIC-DBG]/[MIC-DBG-SRV] instrumentation added to trace it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -901,21 +901,6 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::FeedExternalAudio(const TArray<float>
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// (e.g. InteractionComponent on the pawn) instead of a local mic component.
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// On server: check local WebSocket. On client: check replicated conversation state.
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const bool bCanSend = (GetOwnerRole() == ROLE_Authority) ? IsConnected() : bNetIsConversing;
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// [MIC-DBG] TEMP diagnostic — remove once the client uplink is fixed.
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{
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static double GMicDbgLast = 0.0;
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const double NowDbg = FPlatformTime::Seconds();
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if (NowDbg - GMicDbgLast > 1.0)
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{
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GMicDbgLast = NowDbg;
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Warning,
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TEXT("[MIC-DBG] FeedExternalAudio Role=%d bCanSend=%d bIsListening=%d bNetIsConversing=%d bAgentSpeaking=%d samples=%d"),
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(int32)GetOwnerRole(), bCanSend ? 1 : 0, bIsListening ? 1 : 0,
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bNetIsConversing ? 1 : 0, bAgentSpeaking.load() ? 1 : 0, FloatPCM.Num());
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}
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}
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if (!bCanSend || !bIsListening) return;
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// Echo suppression: skip sending mic audio while the agent is speaking.
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@@ -984,16 +969,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::FeedExternalAudio(const TArray<float>
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else
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{
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// Route through relay (clients can't call Server RPCs on NPC actors).
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auto* Relay = FindLocalRelayComponent();
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// [MIC-DBG] TEMP diagnostic — remove once the client uplink is fixed.
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Warning,
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TEXT("[MIC-DBG] client send %d bytes via relay=%s opus=%s"),
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MicAccumulationBuffer.Num(),
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Relay ? TEXT("FOUND") : TEXT("NULL (-> direct NPC RPC, will be dropped)"),
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OpusEncoder.IsValid() ? TEXT("yes") : TEXT("no(raw)"));
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if (Relay)
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if (auto* Relay = FindLocalRelayComponent())
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{
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// Opus-compress mic audio before sending over the network.
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// 3200 bytes raw PCM → ~200 bytes Opus (~16x reduction).
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@@ -2360,23 +2336,6 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::ServerSendMicAudio_Implementation(
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void UPS_AI_ConvAgent_ElevenLabsComponent::ServerSendMicAudioFromPlayer(
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APawn* SpeakerPawn, const TArray<uint8>& PCMBytes)
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{
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// [MIC-DBG] TEMP diagnostic — remove once the client uplink is fixed.
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{
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static double GMicSrvDbgLast = 0.0;
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const double NowDbg = FPlatformTime::Seconds();
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if (NowDbg - GMicSrvDbgLast > 1.0)
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{
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GMicSrvDbgLast = NowDbg;
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Warning,
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TEXT("[MIC-DBG-SRV] ServerSendMicAudioFromPlayer reached: from=%s players=%d active=%s wsConnected=%d bytes=%d"),
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SpeakerPawn ? *SpeakerPawn->GetName() : TEXT("NULL"),
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NetConnectedPawns.Num(),
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NetActiveSpeakerPawn ? *NetActiveSpeakerPawn->GetName() : TEXT("none"),
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(WebSocketProxy && WebSocketProxy->IsConnected()) ? 1 : 0,
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PCMBytes.Num());
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}
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}
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if (!WebSocketProxy || !WebSocketProxy->IsConnected()) return;
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// Standalone / single-player: bypass speaker arbitration entirely.
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