[ioquake3] VoIP support for ioquake3...
Ryan C. Gordon
icculus at icculus.org
Fri May 30 17:13:40 PDT 2008
> Missed that, it would be so awesome ;) If you're baiting someone or
> something in some game or something similar. To do this though we'd
> have to be able to send voice based on client IDs I think, no? Then
> we'd also be allowed to send to teams I think (We can just learn from
> the code for the text chat)
Right now, we send 96 bits to the server that dictate which clients will
hear the voice packet...the first bit is client #0, the next is client
#1, etc. The server only retransmits the voip packet to clients that
have their bit set (and are willing to accept the data, etc).
This was so you could have arbitrary lists of recipients (all your
friends, or maybe teammates that aren't in the same room as you,
etc)...I'm pretty sure cgame keeps a list of who's on your team, so team
chat would use this, as would "talk to guy in your crosshairs" ... the
server side could make decisions about retransmission by position if we
want to add this (so it doesn't send to people out of range of your
voice in-game, even if you address it to them)...obviously we don't need
to transmit positions in the voip packets, as the client and server are
both maintaining this information already.
More information about the ioquake3