777ffa09a852c2981ed140db941052f529acbd5f
With an open mic streaming continuously (Server VAD + interruption), every chunk refreshed the active speaker's LastSpeakTime, so SpeakerSwitchHysteresis never elapsed and SpeakerIdleTimeout never fired — the first speaker locked the floor forever and the agent never turned to anyone else. Now only chunks with real voice energy (RMS >= 0.02) hold/take the floor: the active speaker is still forwarded continuously (silence tail for VAD), but their lock only persists while they actually speak. When they pause, another player's voiced audio can switch in and the agent turns to them (NetActiveSpeakerPawn replicated -> gaze). Validated with two players on one NPC. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Eleven Labs Integration for Unreal Engine 5.5
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