Mumble voice suggestions (and improvements)

Refer to: Allow mumble voice whilst NUI enabled
I’m sure it’s being worked on already.

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Running Canary & server artifact 3160, was running ~315* yesterday but the new artifacts should do fine.

+setr voice_use2dAudio false
+setr voice_use3dAudio false 
+setr voice_useSendingRangeOnly false # Had no effect with my testing or I'm pepega
+setr voice_useNativeAudio true

Again, there was still way too much reverb inside interiors for my liking, however outside and some vanilla interiors seemed fine.

Use these natives instead of NetworkSetTalkerProximity, since NetworkSetTalkerProximity sets your input and output distance. I found that dividing my old talking ranges by about half worked pretty nicely.

MumbleSetAudioInputDistance(talkingRange) -- You talk up to this distance (between players).
MumbleSetAudioOutputDistance(hearingRange) -- You can hear up to this distance (between players).

I did manage to brick Frazzles radio completely but I’m going to have a look at that later today I believe.

The high-speed cut-outs are related to crossing between grid zones. I assume the whole clear voice targets and reassign part is what is causing this.

So it’s a script related problem not a out of the box mumble related issue?

No its not because of the grid when using persistent channels.
it happen when your NetworkSetTalkerProximity is too low. So most likely position sync issue/delay.

Try enabling 2d audio for car passengers

That’s a workaround, not a fix :cry:

Would I replace

NetworkSetTalkerProximity(mumbleConfig.voiceModes[playerData.mode][1] + 0.0)

with:

MumbleSetAudioInputDistance(mumbleConfig.voiceModes[playerData.mode][1] + 0.0)
MumbleSetAudioOutputDistance(mumbleConfig.voiceModes[playerData.mode][1] + 0.0

:smiley: not sure if I’m using it correctly.

This would be true for the 3d audio, for native audio I’m not so sure. When testing native audio yesterday my pal’s voice seemed to consistently cut out whenever we passed into a new grid zone.

Since I wasn’t using NetworkSetTalkerProximity at all and my MumbleSetAudioOutputDistance was set to 10, pretty high.

It doesn’t quite make sense to me why it would completely cut out and then fix itself. Here’s bubbles comment on it as well, -isch.

I’ll test the audio clipping at high speeds with nativeaudio on later tonight tho. On an actual clean server without Frazzles mumble script.

Run MumbleSetAudioOutputDistance(SOMEFLOATHEREPLIS) at startup and set it to whatever the shouting distance is.

And then yes, replace
NetworkSetTalkerProximity(mumbleConfig.voiceModes[playerData.mode][1] + 0.0)
with
MumbleSetAudioInputDistance(mumbleConfig.voiceModes[playerData.mode][1] + 0.0)

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my pal’s voice seemed to consistently cut out whenever we passed into a new grid zone.

Do you use mumble-voip too?

Yes, when I was testing this yesterday. I’m gonna see if it happens on a clean server later tonight though.

Lots of replies since I last read, anyone able to see if my summary below is correct?

  • Still no dumps for clients “stuck” not sending UDP packets or whatever?
  • @Flawws somehow thinks native audio makes people “sound like they’re in your head” (??)
  • Something about “some interiors” still having too much reverb (which? what rooms? does it improve with lowered voice output volume yet more?)
  • Script reconnection crash, not sure if this had a repro script?
  • Inconclusive bickering about who caused vehicle “cutout” or whatever?
  • Something about “PPT” which is something that involves buttons? Hard to tell what it is.
  • Again a request for submix being exposed (I think? no clue what TeamSpeak’s RadioFX feature does algorithm-wise, is its implementation documented anywhere?)

I tested like 2 hours ago, it seems I was wrong :blush:

Not yet sadly, not even had any reports for it recently, nor have I had time to play in the live.

Yass, you made me laugh :roll_eyes:

GitHub - thorwe/teamspeak-plugin-radiofx: A TeamSpeak plugin that provides radio effects on incoming audio. This, I believe?

Perfect - it even contains DSP logic and is permissive of licensed, should be trivial to make it into a RAGE DSP effect for native audio! :slight_smile:

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Excited :tada: let us know if you need any real humans to help you test.

Sorry PTT (push to talk) not PPT my mistake.
I would be good to be able to still be able to talk when NUI focus is set without having to play with SetNuiFocusKeepInput and DisableControlAction. Also Toko allow you to use PTT outside of the game.

Ah!

Right, I’m guessing this might be a little complex as inputs are not sent to the game at all normally with NUI active, so would need some special game-specific code to get the current binding but should be doable.

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Because Teamspeak is an external application, so yeah :smiley:

Great to see some progress is being made :confetti_ball: