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