1. thehehe Can we now catch up on this one again? .....

    as They reverted the P2P again , to just like it was at legacy ( i guess)

    so handling over the server...
    Should be possible now riiight?
     
  2. Wulf

    Wulf Community Admin

    Yes, should be possible now.
     
  3. And how would this be done exactly?
    Tried using Effect.client.Run but it didn't work :/
     
  4. Wulf

    Wulf Community Admin

    Effect would not be voice, that's only prefab effects. You'd have to create/modify the voice data from the server and send it to clients.
     
  5. found this one here.
    Code:
    public class PlayerVoiceSpeaker : EntityComponent<BasePlayer>
    {
        private float[] buffer;
        private uint bufferSize;
        [NonSerialized]
        public float currentVolume;
        private uint dataPosition;
        private uint dataReceived;
        private static MemoryStream decompressStream;
        private bool Initialized;
        private bool isPlaying;
        public AudioSource mouthSpeaker;
        private uint optimalRate;
        private uint playbackBuffer;
        private bool stopping;
        private float[] volumeData;
        internal float volumeVelocity;    static PlayerVoiceSpeaker();
        public PlayerVoiceSpeaker();
        public void ClientFrame(BasePlayer player);
        private void InitializeSpeaker();
        public bool IsSpeaking();
        private void OnAudioRead(float[] data);
        private void OnDisable();
        public void Receive(byte[] data);
        private bool ShouldReceiveVoice();
        private void StartPlaying();
        private void StopPlayback();
        private void WriteToClip(float f);
        private void WriteToClip(byte[] uncompressed, int iSize);
    }
     
  6. Voice can be on other BasePlayer (not LocalPlayer)
    [DOUBLEPOST=1512857438][/DOUBLEPOST]Player Send Compressed data and player decompress clip
    [DOUBLEPOST=1512857494][/DOUBLEPOST]We need access to steam compress method
     
    Last edited by a moderator: Dec 9, 2017
  7. found also under BaseEntity ->
    Code:
    public virtual void OnVoiceData(byte[] data)
    {
    }