Implemented using libopus for the Opus codec, same as is used in Discord.
This adds the following cvars:
- `voice_chat` On/Off, triggers self-deafen state on server via weaponprefs
- `voice_mode` Activity/PTT
- `voice_selfmute` On/Off, triggers self-mute state on server via weaponprefs
- `voice_inputamp` -30 to 30, scales input by value in decibels
- `voice_activationthreshold` -30 to 0, if any peak in a frame is higher, activates voice
- `voice_loopback` On/Off, plays back local transcoded voice
- `voice_proximity` On/Off, enables proximity effects for server
- `voice_distanceattenuation_distance` distance in fracunits to scale voice volume over
- `voice_distanceattenuation_factor` distance in logarithmic factor to scale voice volume by distance to. e.g. 0.5 for "half as loud" at or above max distance
- `voice_stereopanning_factor` at 1.0, player voices are panned to left or right speaker, scaling to no effect at 0.0
- `voice_concurrentattenuation_factor` the logarithmic factor to attenuate player voices with concurrent speakers
- `voice_concurrentattenuation_min` the minimum concurrent speakers before global concurrent speaker attenuation
- `voice_concurrentattenuation_max` the maximum concurrent speakers for full global concurrent speaker attenuation
- `voice_servermute` whether voice chat is enabled on this server. visible from MS via bitflag
- `voicevolume` local volume of all voice playback
A Voice Options menu is added with a subset of these options, and Server Options has server mute.
While we aren't fully consistent on this, anything that is player facing (not a debug feature or power user tool) should never use console prints. `HU_AddChatText` should still do logging for dedicated servers to see it.
- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
Content of commit was originally written by Sal, but as a monolithic commit. The author of this commit is chunking it up for easier review.
Simple inversion on the face of things, but with a long tail of consequences, including 19 changed files.
Forced uppercase has been applied in a handful of locations where it was aesthetically imperative. Most menus will follow in another commit, so that that may be reverted if we change the default menu font.
Currently just plays the squishy "nope" sound for "KICK PLAYER?", all others are functional
Shows whether vote is active or the cooldown is too recent (via numerical timer) as reasons for why you can't select it
- Only calls callback if you're the server (and not demo.playback, forward thinking for stored xcmd netreplays)
- G_GamestateUsesExitLevel() for homogenising the conditions that permit XD_EXITLEVEL to be dispatched and recieved
- If a player being voted against leaves before it finishes, then properly activate their penalty.
- This is handled with a special case for MVT_KICK (let's not even attempt to SendKick(self) during Got_Kick :p), but any possible future vote types that use a victim will simply call K_MidVoteSuccess.
- Actually define behavior for KICK_MSG_VOTE_KICK.
- Default kicktime is now 20 minutes instead of 10.
- Read custom reasons before possibly overriding msg type. Prevents a rare invalid read pointer.