1. This is possible to talk via voice chat with any player, ignoring the distance?
     
  2. I don't think there is a way to edit the distance. Maybe it is possible to broadcast the audio from the the directly to another user using the server effects syetem. Just a wild guess lol
     
  3. I think Wulf mentioned that voice chat is P2P.
     
  4. perhaps give it a try and check the SoundDefinition...

    Code:
    // SoundDefinition
    public float localVoiceRange = 10f;
    Full Type, i'm actually in the same topic^^^...voice and audio
    Code:
    public class SoundDefinition : ScriptableObject
    {
        [Serializable]
        public class Distancei_love_codeoClipList
        {
            public int distance;        public List<Weightedi_love_codeoClip> audioClips;
        }    public GameObjectRef template;    public List<Weightedi_love_codeoClip> weightedi_love_codeoClips = new List<Weightedi_love_codeoClip>
        {
            new Weightedi_love_codeoClip()
        };    public List<SoundDefinition.Distancei_love_codeoClipList> distancei_love_codeoClips;    public i_love_codeoMixerGroup output;    public i_love_codeoMixerGroup firstPersonOutput;    public bool loop;    public bool randomizeStartPosition;    [Range(0f, 1f)]
        public float volume = 1f;    [Range(0f, 1f)]
        public float volumeVariation;    [Range(-3f, 3f)]
        public float pitch = 1f;    [Range(0f, 1f)]
        public float pitchVariation;    public bool dontVoiceLimit;    public int localVoiceMaxCount = 100;    public float localVoiceRange = 10f;    public float localVoiceDebounceTime = 0.1f;    public float GetLength()
        {
            float result = 0f;
            for (int i = 0; i < this.weightedi_love_codeoClips.Count; i++)
            {
                i_love_codeoClip audioClip = this.weightedi_love_codeoClips[i].audioClip;
                if (audioClip)
                {
                    result = Mathf.Max(new float[]
                    {
                        audioClip.length
                    });
                }
            }
            for (int j = 0; j < this.distancei_love_codeoClips.Count; j++)
            {
                List<Weightedi_love_codeoClip> audioClips = this.distancei_love_codeoClips[j].audioClips;
                for (int k = 0; k < audioClips.Count; k++)
                {
                    i_love_codeoClip audioClip2 = audioClips[k].audioClip;
                    if (audioClip2)
                    {
                        result = Mathf.Max(new float[]
                        {
                            audioClip2.length
                        });
                    }
                }
            }
            return result;
        }
    }
    
     
  5. So, this is client-side code and I think that it will affect to all sounds around player.
     
    Last edited by a moderator: May 29, 2016
  6. Wulf

    Wulf Community Admin

    Keep in mind that the server DLL contains the client code as well.
     
  7. I dont' have such goals :p Iwould lower it instead of raising..
    i need/search atm only audio-assistence for an idea^^
     
  8. This is right place to edit some variables, client-side also.

    2016-05-30_00-12-37.png
     
    Last edited by a moderator: May 29, 2016