Voice chat with any player, ignoring the distance?
Discussion in 'Rust Development' started by azalea`, May 20, 2016.
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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
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I think Wulf mentioned that voice chat is P2P.
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perhaps give it a try and check the SoundDefinition...
Full Type, i'm actually in the same topic^^^...voice and audioCode:// SoundDefinition public float localVoiceRange = 10f;
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; } } -
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 -
Wulf Community Admin
Keep in mind that the server DLL contains the client code as well. -
I dont' have such goals
Iwould lower it instead of raising..
i need/search atm only audio-assistence for an idea^^ -
This is right place to edit some variables, client-side also.
Last edited by a moderator: May 29, 2016
