mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
Added initial pile of VoIP documentation.
This commit is contained in:
parent
3856dea112
commit
6dca7ed917
1 changed files with 193 additions and 0 deletions
193
voip-readme.txt
Normal file
193
voip-readme.txt
Normal file
|
@ -0,0 +1,193 @@
|
|||
ioquake3 VoIP support documentation.
|
||||
Last updated 6/25/2008 by Ryan C. Gordon.
|
||||
|
||||
There are two ways to use VoIP in ioquake3. You can either use Mumble as an
|
||||
external program, for which ioq3 now supplies some basic hooks, or you can
|
||||
use the new built-in VoIP support.
|
||||
|
||||
Mumble is here: http://mumble.sourceforge.net/ ... ioquake3 can supply it
|
||||
with your in-game position, but everything else is whatever features Mumble
|
||||
offers outside of the game. To use it, start Mumble before you start ioq3,
|
||||
and run the game with +set cl_useMumble 1. This should work on at least
|
||||
Linux, Mac OS X, and Windows, and probably other platforms Mumble supports
|
||||
in the future.
|
||||
|
||||
The built-in stuff offers tighter in-game integration, works on any platform
|
||||
that ioquake3 supports, and doesn't require anything more than a recent build
|
||||
of the game. The rest of this document is concerned with the built-in VoIP
|
||||
support.
|
||||
|
||||
|
||||
Quick start for servers:
|
||||
- run a recent build of ioquake3.
|
||||
- Make sure your network settings are set to broadband.
|
||||
|
||||
Quick start for clients:
|
||||
- run a recent build of ioquake3.
|
||||
- Make sure your network settings are set to broadband.
|
||||
- +set snd_useOpenAL 1
|
||||
- \bind q "+voiprecord"
|
||||
- Hook up a microphone, connect to a VoIP-supporting server.
|
||||
- hold down 'q' key and talk.
|
||||
|
||||
|
||||
Cvars you can set:
|
||||
|
||||
sv_voip: set to "1" (the default) to enable server-side VoIP support. Set to
|
||||
"0" to disable. Without this, all VoIP packets are refused by the
|
||||
server, which means no one gets to use in-game VoIP.
|
||||
|
||||
voip: set to "1" (the default) to enable client-side VoIP support. Set to "0"
|
||||
to disable. Without this, you will neither be able to transmit voice nor
|
||||
hear other people.
|
||||
|
||||
s_alCapture: set to "1" (the default) to have the audio layer open an OpenAL
|
||||
capture device. Without this set on sound startup, you'll never
|
||||
get bits from the microphone. This means you won't transmit, but
|
||||
you can still hear other people.
|
||||
|
||||
cl_voipSendTarget: a string: "all" to broadcast to everyone, "none" to send
|
||||
to no one, "attacker" to send to the last person that hit
|
||||
you, "crosshair" to send to the people currently in your
|
||||
crosshair, or a comma-separated list of client numbers, like
|
||||
"0,7,2,23" ... an empty string is treated like "all". This
|
||||
is reset to "all" when connecting to a new server.
|
||||
Presumably mods will manage this cvar, not people, but
|
||||
keybind could be useful for the general cases. To send to
|
||||
just your team, or the opposing team, or a buddy list, you
|
||||
have to set a list of numbers.
|
||||
|
||||
cl_voipUseVAD: set to "1" to automatically send audio when the game thinks you
|
||||
are talking, "0" (the default) to require the user to manually
|
||||
start transmitting, presumably with a keybind.
|
||||
|
||||
cl_voipVADThreshold: only used if cl_voipUseVAD is "1" ... a value between
|
||||
0.0 and 1.0 that signifies the volume of recorded audio
|
||||
that the game considers to be speech. You can use this
|
||||
to trim out breathing or perhaps the sound of your
|
||||
fingers tapping the keyboard and only transmit audio
|
||||
louder than that. You will have to experiment to find the
|
||||
value that works best for your hardware and play style.
|
||||
The default is "0.25", with "0.0" being silence and "1.0"
|
||||
being pretty-darn-loud.
|
||||
|
||||
cl_voipSend: when set to "1", the game will capture audio from the microphone
|
||||
and transmit it, when "0", the game will not. The game can
|
||||
optimize for the "0" case (perhaps turning off audio recording).
|
||||
Lots of things set this on and off, including cl_voipUseVAD, so
|
||||
you probably should not touch this directly without knowing what
|
||||
you're doing, but perhaps mods can make use of it.
|
||||
|
||||
cl_voipGainDuringCapture: This is the volume ("gain") of audio coming out of
|
||||
your speakers while you are recording sound for
|
||||
transmission. This is a value between 0.0 and 1.0,
|
||||
zero being silence and one being no reduction in
|
||||
volume. This prevents audio feedback and echo and
|
||||
such, but if you're listening in headphones that
|
||||
your mic won't pick up, you don't need to turn down
|
||||
the gain. Default is 0.2 (20% of normal volume). You
|
||||
ABSOLUTELY want to make your speakers quiet when you
|
||||
record, if the microphone might pick it up!
|
||||
|
||||
cl_voipShowMeter: Set to "1" (the default) to show a volume meter as you are
|
||||
recording from the microphone, so you can see how well the
|
||||
game can "hear" you. Set to "0" to disable the display of
|
||||
the meter.
|
||||
|
||||
|
||||
|
||||
Console commands:
|
||||
|
||||
voip ignore <clientnum>
|
||||
Turn off incoming voice from player number <clientnum>. This will refuse to
|
||||
play any incoming audio from that player, and instruct the server to stop
|
||||
sending it, to save bandwidth. Use unignore to reenable. This is reset to
|
||||
unignored when (re)connecting to a server.
|
||||
|
||||
voip gain unignore <clientnum>
|
||||
Turn on incoming voice from player number <clientnum>. This will start
|
||||
playing audio from this player again if you've previously done a "voip
|
||||
ignore", and instruct the server to start sending her voice packets to
|
||||
you again.
|
||||
|
||||
voip gain muteall
|
||||
Turn off all incoming voice. This will refuse to play any incoming audio,
|
||||
and instruct the server to stop sending it, to save bandwidth. Use
|
||||
unmuteall to reenable. This is reset to unmuted when (re)connecting to
|
||||
a server.
|
||||
|
||||
voip gain unmuteall
|
||||
Turn on incoming voice. This will start playing audio again if you've
|
||||
previously done a "voip muteall", and instruct the server to start
|
||||
sending voice packets to you again.
|
||||
|
||||
voip gain <clientnum> <gain>
|
||||
Sets the volume ("gain") for player number <clientnum> to <gain> ...
|
||||
A gain of 0.0 is silence, and 2.0 doubles the volume. Use this if someone
|
||||
is too quiet or too loud.
|
||||
|
||||
|
||||
|
||||
|
||||
Actions:
|
||||
|
||||
+voiprecord: The action you should bind to a key to record. This basically
|
||||
toggles cl_voipSend on and off. You don't need this if you're
|
||||
using cl_voipUseVAD, since that'll just record all the time and
|
||||
decide what parts of the recording are worth sending.
|
||||
|
||||
|
||||
|
||||
More detailed/technical info:
|
||||
|
||||
By default, all of this is enabled. You can build with or without VoIP
|
||||
support explicitly with USE_VOIP=[1|0] on the make command line.
|
||||
|
||||
You currently must use OpenAL to speak, as we have ALC_EXT_capture support
|
||||
in place to pull data from the microphone. If you are using the SDL backend,
|
||||
you can still hear people, but not speak.
|
||||
|
||||
There is no in-game UI to speak of: we encourage mods to add some. Largely
|
||||
they will just need to set cvars and run console commands for choosing
|
||||
voice targets and ignoring people, etc.
|
||||
|
||||
This requires patched builds to be useful, but remains network compatible with
|
||||
legacy quake3 clients and servers. Clients and servers both report in their
|
||||
info strings whether they support VoIP, and won't send VoIP data to those not
|
||||
reporting support. If a stray VoIP packet makes it to a legacy build, it will
|
||||
be ignored without incident.
|
||||
|
||||
VoIP packets are saved in demo files! You will be able to playback what you
|
||||
heard and what you said on VoIP-compatible clients. Legacy clients can also
|
||||
play demo files with VoIP packets in them, but just won't play the voice
|
||||
track. For VoIP-supported builds, it's nice to have a record of the
|
||||
trash-talk.
|
||||
|
||||
Data is processed using the Speex narrowband codec, and is cross-platform.
|
||||
Bigendian and littleendian systems can speak to each other, as can 32 and
|
||||
64-bit platforms.
|
||||
|
||||
Bandwidth: VoIP data is broken up into 20 millisecond frames (this is a Speex
|
||||
requirement), and we try to push up to 12 Speex frames in one UDP packet
|
||||
(about a quarter of a second of audio)...we're using the narrowband codec:
|
||||
8000Hz sample rate. In practice, a client should send about 2 kilobytes per
|
||||
second more when speaking, spread over about four bursts per second, plus a
|
||||
few bytes of state information. For comparison, this is less than the server
|
||||
sends when downloading files to the client without an http redirect. The
|
||||
server needs to rebroadcast the packet to all clients that should receive it
|
||||
(which may be less than the total connected players), so servers should
|
||||
assume they'll need to push (number of players speaking at once times number
|
||||
of people that should hear it) * 2 kilobytes per second. It shouldn't be a
|
||||
problem for any client or server on a broadband connection, although it may
|
||||
be painful for dialup users (but then again, everything is. They can just
|
||||
disable the cvar). The game will refuse to enable VoIP support if your have
|
||||
your network settings lower than "Cable/xDSL/LAN", just in case.
|
||||
|
||||
The initial VoIP work was done by Ryan C. Gordon <icculus@icculus.org>, and
|
||||
he can be contacted with technical questions, if the ioq3 mailing list or
|
||||
forums aren't helpful.
|
||||
|
||||
// end of voip-README.txt ...
|
||||
|
||||
|
||||
|
Loading…
Reference in a new issue