[ioquake3] VoIP support for ioquake3...

Ryan C. Gordon icculus at icculus.org
Sat May 24 10:58:01 PDT 2008


> I have written a little UI menu for EliteForce, some time back, for adding 
> people to an ignore list so their chat messages gets filtered. Apart from 
> making the menu structure work, this could probably be ported without much 
> trouble to quake3 and adapted to accomodate handling voip ingores, too.

Part of my concern is that I didn't want to dig into the Quake3 UI code, 
  but I also wasn't sure what policy would be about adding menus and 
stuff to the game. Obviously mods and such can do whatever they like, so 
I was more concerned about building a system that they can hook into 
with console commands and cvars.

Having it cleanly integrated into Quake 3 itself, including an icon for 
supporting servers in the server browser, control UI in the game, and a 
volume meter, would be sweet, though.

> Another important thing to do would be voice activation. When you're doing 
> competitive teamplay, in the heat of a battle you hardly have time for 
> pressing the chat key. But that shouldn't be too difficult.

UT2004 had this; I wasn't sure if it was ever really used in the real 
world, but I can see your point.

CL_CaptureVoip() could be changed to check for a cvar for this in 
addition to cl_voipSend when deciding to record audio, and Speex has 
some routines for deciding if audio data has speech in it...so it's 
totally doable.

--ryan.



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