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Proximity Voice Chat Enhancements #1491
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Nice to see you working on that. Together with my UI rework, the 0.14.0 update will feature quite a lot of voice chat improvements! |
What's the general consensus on this? Should this really be a secondary keybind? Or a setting in the client voice setting where you can switch between different modes like "push to talk", "push to mute", "toggle" and "voice activation"? IMHO we don't need a new keybind for this. It could use the already existing one. We should also make sure that the global voicechat is automatically muted as soon as the team voice chat is engaged. |
Yes, but you still have to press a key to start talking. I'd like to add an option to use voice without. Maybe it doesn't work like I thought, then I'll scrap that idea. About your other question: I thought these fancy voice modes are only relevant for global voice chat. I think team voice can always be push to talk, this would make it so much simpler. No matter what mode you are in, as soon as the team chat key is pressed, the global voice is muted. |
Makes sense, there's probably no reason to use anything other than push-to-talk for team voice. About having to press the toggle to start talking: I think you essentially want the game to automatically press the toggle bind once whenever you join, right? hook.Add("InitPostEntity", "voice_toggle/AutoEnableVoiceChat",
function() if cv_auto_enable:GetBool() then voice_enable() end end) I would probably call that mode "Toggle (on by default)" or something like that (and maybe call the regular toggle "Toggle (off by default)"?). |
Depends on the mode: If it was in toggle mode and previously enabled, it should return to being enabled. If it was in push to talk and the global talk key is no longer pressed, it should be disabled. And so on. The rest looks good to me, but imho such details can be discussed later on |
The way I understand it, 3D sound is very much baked into gmod itself and it sadly exposes no way to configure it besides turning it on and off in the PlayerCanHearPlayers hook. Of course we do have ways to modify the audio output of each player and so we could downscale the volume accordingly with our cut-off point (which I think is what @EntranceJew is proposing in #1482). At the end of the day there's always the option of manually processing incoming voice data from clients and writing an entirely custom 3d voice implementation on the server which would solve all of these issues but that would obviously be non-trivial and can probably not be done in pure lua :) |
Thanks for that insight, I'll relay that information to that issue |
I forgot where we had this discussion, but the voice UI now supports team changes, the change was rather easy: 86881f4 |
Updated the milestone to give you more time to finish the last todo on your list. |
Planning to implement most of these myself as mentioned on the Discord, just putting a cleaned up list here to keep track / discuss:
Server-side:
Client-side:
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