mirror of
https://github.com/Shpoike/Quakespasm.git
synced 2024-11-10 15:31:39 +00:00
41 lines
2.8 KiB
C
41 lines
2.8 KiB
C
//spike -- this file contains prototypes+etc for voice chat.
|
|
//it should be fairly straight forward to integrate this into other engines, however, to implement it properly you'll need to deal with the whole pext2_voicechat handshake thing.
|
|
//for quakespasm-spiked this is already handled for entity deltas etc.
|
|
//you'll also need to figure out something with the 4 clientcommands that servers might receive.
|
|
//to test, cl_voip_test 1;sv_voip_echo 0;+voip should start playing even without any protocol extensions. then move on to cl_voip_test 0;sv_voip_echo 1;+voip once you have protocol stuff working.
|
|
//you'll also want to add the various voip settings to the menu, especially cl_voip_play (slider 0-1), cl_voip_send (boolean), +voip binding.
|
|
|
|
//defined elsewhere
|
|
//#define svcfte_voicechat 84
|
|
//#define clcfte_voicechat 83
|
|
struct client_s;
|
|
|
|
|
|
//client functions
|
|
void S_Voip_Transmit(unsigned char clc, sizebuf_t *buf); //call from CL_SendMove (null buf if not connecting, grabs new data, encodes, and writes into the buffer)
|
|
void S_Voip_MapChange(void); //call from end of CL_ParseServerinfo (tells server to reenable voice chat)
|
|
void S_Voip_Parse(void); //call from CL_ParseServerMessage+svcfte_voicechat. processes voip data from the server
|
|
int S_Voip_Loudness(qboolean ignorevad); //for sbar stuff, if you want to draw some mic-level bar (returns 0-100, or -1 for not transmitting)
|
|
qboolean S_Voip_Speaking(unsigned int plno); //for sbar stuff, if you want to query which other players are speaking (add a scoreboard back-colour or something).
|
|
void S_Voip_Init(void); //call from S_Init, registers client cvars+commands
|
|
|
|
//server functions
|
|
void SV_VoiceInit(void); //call from SV_Init, registers server cvars+commands
|
|
void SV_VoiceInitClient(struct client_s *client); //call from start of SV_SendServerinfo, disables voice chat until the client is ready to re-enable it
|
|
void SV_VoiceSendPacket(struct client_s *client, sizebuf_t *buf); //call from near end of SV_SendClientDatagram, to forward voice data to other clients
|
|
void SV_VoiceReadPacket(struct client_s *client); //call from SV_ReadClientMessage+clcfte_voicechat. processes voip data from clients and figures out which clients to forward to
|
|
typedef struct
|
|
{
|
|
unsigned int read; /*place in ring*/
|
|
unsigned char mute[MAX_SCOREBOARD/8]; /*which other clients should be muted for this player, reducing bandwidth from annoying cunts*/
|
|
qboolean active; /*client wants to hear other people*/
|
|
enum
|
|
{
|
|
/*should we add one to respond to the last speaker? or should that be an automagic +voip_reply instead?*/
|
|
VT_TEAM,
|
|
VT_ALL,
|
|
VT_NONMUTED, /*cheap, but allows custom private channels with no external pesters*/
|
|
VT_PLAYERSLOT0
|
|
/*player0+...*/
|
|
} target;
|
|
} client_voip_t; //embedded within struct client_s as a member named voip
|