fix(speech): stop speech with Control in menus and help reader#26
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Left or Right Control silenced only the driving event voice. Menus and the how-to-play reader speak on the main channel, so a long readout (job details, cargo loading, a full help page) could not be cut short. Add a GameContext stop_speech() that quiets both channels, wire Control to it in the menu base class and the help reader, document the key, and cover it with tests. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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What changed and why
Left or Right Control already stopped the driving event voice, but menus and the how-to-play reader speak on the main channel, so pressing Control there did nothing. A long readout -- job details, cargo loading, a full help page -- could not be cut short.
This adds
GameContext.stop_speech()(silences both channels) and wires Control to it in the sharedMenuStatebase class and theHelpStatereader, so the same key now stops speech everywhere in the game.What players/maintainers will notice
Tests / checks run
tests/test_menu_stop_speech.pycovers the menu key, the help-reader key, and thatstop_speech()quiets both channels.uv run pytest(focused: menu/controls/speech/driving suites),uv run ruff check src tests tools,uv run python -m compileall src tests tools-- all pass. pre-commit hooks pass.Accessibility impact
Directly improves screen-reader UX: a verbose menu readout (e.g. the cargo loading screen) can now be silenced instantly with a familiar key, instead of forcing the player to wait it out. No visual-only cues introduced; spoken behavior only.
🤖 Generated with Claude Code