The ideal setting would be to only be able to deactivate the sound for auto crafting without removing the sound for manual crafting. Listening to the sound for manual crafting is actually ok so you know the items you set to craft are done the problem is hearing it non stop like a machine gun.
Yeah that is fixed already for the next version but I haven't published that change since I haven't tested it enough yet. But it seems to work "good enough" even if it's maybe not exactly as without HH?
It's not actually trivial to fix since the only way (I think) to disable the sound is to modify the sound prototype volume to 0. But that removes it completely for all crafts. So I need to detect when a craft is completed and play the sound from my code when I detect that the circumstances are right, which is a bit tricky since I don't know the rules of what completed crafts actually play the sound. So a stack of 5 only plays the sound for the last one, but only if they aren't used as an ingredient for something later in the queue? I'm forced to re-implement the crafting sound playing logic that Factorio uses without actually having any documentation or source access that tells me how it is done so it's hard to know if what I do is the same.
But it still needs a setting since silent autocrafting is apparently killing my users, literally. Well, the digital part of them in the game.