# Project Memory – PS_AI_Agent > This file is committed to the repository so it is available on any machine. > Claude Code reads it automatically at session start (via the auto-memory system) > when the working directory is inside this repo. > **Keep it under ~180 lines** – lines beyond 200 are truncated by the system. --- ## Project Location - Repo root: `/` (wherever this is cloned) - UE5 project: `/Unreal/PS_AI_Agent/` - `.uproject`: `/Unreal/PS_AI_Agent/PS_AI_Agent.uproject` - Engine: **Unreal Engine 5.5** — Win64 primary target - Default test map: `/Game/TestMap.TestMap` ## Plugins | Plugin | Path | Purpose | |--------|------|---------| | Convai (reference) | `/ConvAI/Convai/` | gRPC + protobuf streaming to Convai API. Has ElevenLabs voice type enum in `ConvaiDefinitions.h`. Used as architectural reference. | | **PS_AI_Agent_ElevenLabs** | `/Unreal/PS_AI_Agent/Plugins/PS_AI_Agent_ElevenLabs/` | Our ElevenLabs Conversational AI integration. See `.claude/elevenlabs_plugin.md` for full details. | ## User Preferences - Plugin naming: `PS_AI_Agent_` (e.g. `PS_AI_Agent_ElevenLabs`) - Save memory frequently during long sessions - Goal: ElevenLabs Conversational AI integration — simpler than Convai, no gRPC - Full original ask + intent: see `.claude/project_context.md` - Git remote is a **private server** — no public exposure risk ## Key UE5 Plugin Patterns - Settings object: `UCLASS(config=Engine, defaultconfig)` inheriting `UObject`, registered via `ISettingsModule` - Module startup: `NewObject(..., RF_Standalone)` + `AddToRoot()` - WebSocket: `FWebSocketsModule::Get().CreateWebSocket(URL, TEXT(""), Headers)` - `WebSockets` is a **module** (Build.cs only) — NOT a plugin, don't put it in `.uplugin` - Audio capture: `Audio::FAudioCapture::OpenAudioCaptureStream()` (UE 5.3+, replaces deprecated `OpenCaptureStream`) - `AudioCapture` IS a plugin — declare it in `.uplugin` Plugins array - Callback type: `FOnAudioCaptureFunction` = `TFunction` - Cast `const void*` to `const float*` inside — device sends float32 interleaved - Procedural audio playback: `USoundWaveProcedural` + `OnSoundWaveProceduralUnderflow` delegate - Audio capture callbacks arrive on a **background thread** — always marshal to game thread with `AsyncTask(ENamedThreads::GameThread, ...)` - Resample mic audio to **16000 Hz mono** before sending to ElevenLabs - `TArray::RemoveAt(idx, count, EAllowShrinking::No)` — bool overload deprecated in UE 5.5 ## Plugin Status - **PS_AI_Agent_ElevenLabs**: compiles cleanly on UE 5.5 Win64 (verified 2026-02-19) - v1.5.0 — mic audio chunk size fixed: WASAPI 5ms callbacks accumulated to 100ms before sending - v1.4.0 — push-to-talk fully fixed: bAutoStartListening now ignored in Client turn mode - Binary WS frame handling implemented (ElevenLabs sends ALL frames as binary, not text) - First-byte discrimination: `{` = JSON control message, else = raw PCM audio - `SendTextMessage()` added to both WebSocketProxy and ConversationalAgentComponent - `conversation_initiation_client_data` now sent immediately on WS connect (required for mic + latency) ## Audio Chunk Size — CRITICAL - WASAPI fires mic callbacks every ~5ms → **158 bytes** at 16kHz 16-bit mono - ElevenLabs VAD/STT requires **≥3200 bytes (100ms)** per chunk; smaller chunks are silently ignored - Fix: `MicAccumulationBuffer` in component accumulates chunks; sends only when `>= MicChunkMinBytes` (3200) - `StopListening()` flushes remainder so final partial chunk is never dropped before end-of-turn ## ElevenLabs WebSocket Protocol Notes - **ALL frames are binary** — bind ONLY `OnRawMessage`; NEVER bind `OnMessage` (text) — UE fires both for same frame → double audio bug - Binary frame discrimination: peek byte[0] → `'{'` (0x7B) = JSON, else = raw PCM audio - Fragment reassembly: accumulate into `BinaryFrameBuffer` until `BytesRemaining == 0` - Pong: `{"type":"pong","event_id":N}` — `event_id` is **top-level**, NOT nested - Transcript: type=`user_transcript`, key=`user_transcription_event`, field=`user_transcript` - Client turn mode (`client_vad`): send `user_activity` **with every audio chunk** (not just once) — server needs continuous signal to know user is speaking; stopping chunks = silence detected = agent responds - Text input: `{"type":"user_message","text":"..."}` — agent replies with audio + text - **MUST send `conversation_initiation_client_data` immediately after WS connect** — without it, server won't process client audio (mic appears dead) - `conversation_initiation_client_data` payload: `conversation_config_override.agent.turn.mode`, `conversation_config_override.tts.optimize_streaming_latency`, `custom_llm_extra_body.enable_intermediate_response` - `enable_intermediate_response: true` in `custom_llm_extra_body` reduces time-to-first-audio latency ## API Keys / Secrets - ElevenLabs API key is set in **Project Settings → Plugins → ElevenLabs AI Agent** in the Editor - UE saves it to `DefaultEngine.ini` under `[/Script/PS_AI_Agent_ElevenLabs.ElevenLabsSettings]` - **The key is stripped from `DefaultEngine.ini` before every commit** — do not commit it - Each developer sets the key locally; it does not go in git ## Claude Memory Files in This Repo | File | Contents | |------|----------| | `.claude/MEMORY.md` | This file — project structure, patterns, status | | `.claude/elevenlabs_plugin.md` | Plugin file map, ElevenLabs WS protocol, design decisions | | `.claude/elevenlabs_api_reference.md` | Full ElevenLabs API reference (WS messages, REST, signed URL, Agent ID location) | | `.claude/project_context.md` | Original ask, intent, short/long-term goals | | `.claude/session_log_2026-02-19.md` | Full session record: steps, commits, technical decisions, next steps | | `.claude/PS_AI_Agent_ElevenLabs_Documentation.md` | User-facing Markdown reference doc |