[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
More information about the ioquake3