9b8c2a959900ccaba8ce1e045dd253bec22a23d1
gibbz voice — POC
Discord-clone proof of concept: peer-to-peer WebRTC voice chat + screen sharing with position-based spatial audio and pluggable STUN/TURN.
Run (Node 18+, only dep is ws):
npm install
PORT=8081 npm start
# open http://localhost:8081, click a voice channel, allow mic
What works
- Mesh WebRTC voice (perfect negotiation; lowest peer id initiates)
- Screen share with audio (mic is spatialized, screen audio plays direct)
- Spatial audio: drag your avatar on the plane; remote mics run through a
PannerNode(HRTF, inverse distance). Positions sync over signaling. - Custom STUN/TURN: gear icon → JSON override in
localStorage, applied on next join. Server default comes from env (below). - Mute (M), deafen (D), per-peer volume, speaking indicators.
- Voice capture uses mono 48 kHz Opus-oriented settings, a 64 kbps audio ceiling, and periodic packet-loss, jitter, and RTT quality diagnostics.
- Audio input has manual gain control and a live signal/clipping meter in the
settings dialog; microphone processing is split into
public/audio-manager.js. - Screen sharing uses the browser's default codec negotiation, with selectable
detail(text/UI) ormotion(gameplay) content hints.
ICE configuration (server side)
| Env var | Meaning |
|---|---|
STUN_URLS |
comma-separated stun: urls (Google defaults) |
TURN_URLS |
comma-separated turn:/turns: urls |
TURN_USERNAME / TURN_CREDENTIAL |
static TURN creds |
ICE_TRANSPORT_POLICY |
WebRTC ICE policy: all, relay, or none |
ICE_SERVERS_JSON |
full {"iceServers":[...]} override, wins over the above |
PORT / HOST |
listen address (default 8081 / 0.0.0.0) |
Example with coturn:
TURN_URLS='turn:turn.example.com:3478?transport=udp,turns:turn.example.com:5349' \
TURN_USERNAME=mats TURN_CREDENTIAL=secret npm start
For deployments where clients are commonly behind separate NATs, set
ICE_TRANSPORT_POLICY=relay so media consistently uses the public TURN
service instead of depending on NAT hairpinning or direct candidate pairs.
POC shortcuts (productionize later)
- No auth, no reconnection, rooms are in-memory, signaling is unencrypted ws behind the preview ingress (use wss/TLS in front for real deploys).
- No media server: N² mesh — fine for small rooms, needs SFU (mediasoup/livekit) beyond ~6–8 participants.
- For larger rooms or consistently lower bandwidth, replace the mesh with an SFU; the current quality tuning improves the P2P path but does not change its N² cost.
- Text channels are decorative. No persistence, no rate limiting.
- Screen-share negotiation storms on join/leave are expected at small scale.
Languages
JavaScript
75.1%
CSS
16.2%
HTML
7.5%
Makefile
0.9%
Dockerfile
0.3%