OnDebugBreak
Plays a signal - sound (audio cue) and/or announcement (alert) - when the debugger stopped on a breakpoint.
{
"accessibility.signals.onDebugBreak": {
"sound": "auto",
"announcement": "auto"
} // default
}
Type
object
Default
{
"sound": "auto",
"announcement": "auto"
}
Object Properties
Key | Type | Default | Range | Description |
---|---|---|---|---|
"sound" | string | "auto" | "auto" , "off" , "on" | Plays a sound when the debugger stopped on a breakpoint. |
"announcement" | string | "auto" | "auto" , "off" | Announces when the debugger stopped on a breakpoint. |
Description
Controls if sound and announcement signals are played when the Debugger stops on a breakpoint.
When "sound"
is set to "auto"
, the sound signal will play whenever the Debugger stops on a breakpoint and a screen reader is detected or "editor.accessibilitySupport": "on"
. When set to "off"
, the sound signal will never play even when a screen reader is detected or "editor.accessibilitySuport": "on"
. When set to "on"
, the sound signal will always play even when a screen reader is not detected or "editor.accessibiltySupport": "off"
.
When "announcement"
is set to "auto"
, the screen reader will make the announcement whenever the Debugger stops on a breakpoint and a screen reader is detected. When set to "off"
, the screen reader will never make an announcement even when a screen reader is detected.
NOTE: This is plays the same sound as accessibility.signals.lineHasBreakpoint
and if you are debugging you will hear the sound and announcement twice since hitting a breakpoint in Debugging focuses the line that has the breakpoint. To avoid this, have "accessibility.signals.lineHasBreakpoint": "on"
and "accessibility.signals.onDebugBreak": "off"
or vice versa. I prefer this way since I get signals in the normal Editor and while debugging.
Related Settings
accessibility.signals.lineHasBreakpoint