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rawnar

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  • Occupation
    Mechatronic Systems Engineer
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    Borne, the Netherlands

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  1. Are you talking about Ivan Hawkes plugin that one can find on Bitbucket? I will check it out. My idea at the moment is to give the developers some freedom how to integrate the plugin into their game. For instance they can pick which character and camera they want to link to the plugin. Also they can provide there own description, name, context, and identity. And when the plugin is active or inactive. But it would be nice to get a game developers opinion what they would prefer. At the moment I have found that the camera and pawn classes are derived from the AActor class. This AActor class has some nice function calls that would help me get the correct information for the plugin. FVector GetActorLocation() Returns the location of the RootComponent of this Actor FVector GetActorForwardVector() Get the forward (X) vector (length 1.0) from this Actor, in world space. FVector GetActorUpVector() Get the up (Z) vector (length 1.0) from this Actor, in world space. The idea is to make a class for which two AActor pointers are exposed to the Unreal Editor, so that the developer can link them in the blueprint. For the character type of variables I do not have a concrete idea yet. Next to this the plugin will need a function call to activate and deactivate the plugin. And some variable were the developer can provide the conversion from game units into meters.
  2. First step the translation to EPIC standards. /** A struct that organizes the information passed throught the linked memory */ struct LinkedMemory { /** Version of the Link plugin */ uint32 PluginVersion; /** Counter to check if information has been updated */ uint32 UpdateCounter; /** In game Avatar Position */ float AvatarPosition[3]; /** In game Avatar Front Vector */ float AvatarFrontVector[3]; /** In game Avatar Top Vector */ float AvatarTopVector[3]; /** Name of the game that is using this plugin */ wchar_t GameName[256]; /** In game Camera Position of the players viewport */ float CameraPosition[3]; /** In game Camera Front Vector of the players viewport */ float CameraFrontVector[3]; /** In game Camera Top Vector of the players viewport */ float CameraTopVector[3]; /** String to Identity a player uniquely in the context */ wchar_t PlayerIdentity[256]; /** The length of the context string */ uint32 ContextLength; /** Context string that will determine which player should hear each other positionaly */ unsigned char PlayerContext[256]; /** A description of the plugin */ wchar_t PluginDescription[2048]; }; All the unsigned ints (4 bytes) have been changed to uint32. The character types could not be translated to UE4 portable aliases as they advise to use TCHAR, which is compiler settings depended. This will mean that all the in game string will need to be formatted appropriately. All the names of the variables have been altered to their standard. No underscore, first letter of word is capitalized, type and variable names are nouns, and names should be descriptive. BTW why is context a unsigned char and why do we need to provide a length with it?
  3. My plan is to make an Unreal Engine 4(UE4) plugin for mumble. I have some initial ideas for the plugin that I would like to share. This way people can put feedback on the ideas and implementation. The main idea is to use the UE4 plugins option to implement a mumble link plugin. This UE4 plugin would along with the LinkedMemory also provide options for the UE4 editor to help the developers setup the mumble support for their game. The initial step is quite straightforward. Take the information from the wiki page about link and rewrite it, so it complies to the coding standard of Epic. Then make a update function that will extract the needed information from the engine and put it in the LinkedMemory. Here it already starts to become a bit more complicated. How to get the information from the engine, without editing the source of the engine. The last part is the trickiest part. Add a UE editor interface so the developers can easily link cameras, characters, and ID's to the mumble plugin. I will post new messages when I have more information. :)
  4. I am trying to understand the problem. What happens if you do not run the audio assistant? Do you completely finish the audio assistant? I looks like the settings set by the audio assistant are not saved. This can happen when Mumble crashes, so you do not have a clean exit of mumble.
  5. Try to put a sleep/wait some seconds between the two commands.
  6. Could you check if audio comes back if you exit mumble. On ubuntu mumble will be presented as a phone application to PulseAudio and I think the PulseAudio server is setup to mute all other applications when a phone application is started. You need to go into the server settings to disable this.
  7. The dependency is due to the build dependency of mumble. This is transferred to the binary package dependencies. We could ask the maintainer of the package to not transfer this depency and leave it as a suggestion/recommendation. In the meanwhile you can install the mumble package without installing the depenencies by downloading the package and installing it manually with dpkg. dpkg --force-depends -i mumble.xxx.deb With this action you will end up with a broken packages, but pulseaudio will not be installed. You will need to install all the other dependencies for mumble to work. You can also try the following line. So mumble will only be installed when all the other dependecies are met dpkg --ignore-depends=libpulse0 -i mumble.xxx.deb BTW, mumble is only dependent on the libpulse0 library and not on pulseaudio. And pulseaudio is only suggested by libpulse0.
  8. Have you tried this link, already.
  9. Would you be so kind to update the documentations when you are finished with your implementation. So future devs will not encounter the same problems. Github is used when one wants to have commits added to the git repo.
  10. How does the Mac OS native client of mumble sound? Still slo-mo voices are normally comming from a faulty sample rate. It could be that the sample rate presented to mumble is incorrect. You could try the people on the IRC channel if they have a solution.
  11. rawnar

    SuperUser

    Here you can find some info how to setup the SuperUser password for murmur. If you want to login with the SuperUser account, add your server to the favorite list and set the user to SuperUser. You will be asked for a password ones you connect to the server.
  12. Sound like the sample rate of you microphone is set to a strang number. Mumble uses a 48000Hz sample rate internally, but when a different sample rate is provided it will up/down sample it using the speex preprocessor. It could be that the sample rate provided to mumble it to far from the ideal 48000Hz. Try to change the sample rate of you mic somewhere in OSX.
  13. Try to have DebugView running, while you start mumble. Maybe it can give us some indication on which backend mumble hangs. You can post the DebugView output here, so we can compare it with a working output. When a program hangs it is often due to a faulty backend mumble is using.
  14. I would say, just post a feature request on the mumble page on sourceforge. Put I do not know if there is a devs with a g19.
  15. Try to update all your drivers related to sound/internet/video.
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