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An easy drag n' drop resource that gives you a wrapper to use FiveM's built-in mumble voice.

License: MIT License

Lua 90.95% HTML 2.14% JavaScript 2.21% Vue 4.69%
fivem

pma-voice's Introduction

PLEASE NOTE: Currently master branch has some breaking changes

If you previously used voice_defaultPhoneVolume you will instead need to use voice_defaultCallVolume If you previously used voice_enablePhones you will instead need to use voice_enableCalls

If you were previously using the state bag getter Player(source).state.phone you will instead need to use Player(source).state.call

pma-voice

A voice system designed around the use of FiveM/RedM internal mumble server.

Support

Please report any issues you have in the GitHub Issues

NOTE: It is expected for servers to be on the latest recommended version, which you can find here for Windows and here for Linux.

Compatibility Notice:

This script is not compatible with other voice systems (duh), that means if you have vMenus voice chat you will have to disable it.

Please do not override NetworkSetTalkerProximity, MumbleSetTalkerProximity, MumbleSetAudioInputDistance, MumbleSetAudioOutputDistance or NetworkSetVoiceActive in any of your other scripts as there have been cases where it breaks pma-voice.

Credits

  • @Frazzle for mumble-voip (for which the concept came from)
  • @pichotm for pVoice (where the grid concept came from)

FiveM/RedM Config

NOTE: Only use one of the Audio options (don't enable 3d Audio & Native Audio at the same time), its also recommended to always use voice_useSendingRangeOnly.

You only need to add the convar if you're changing the value.

All of the configs here are set using setr [voice_configOption] [boolean]

Native audio will not work on RedM, you will have to use 3d audio.

ConVar Default Description Parameter(s)
voice_useNativeAudio false Uses the games native audio, will add 3d sound, echo, reverb, and more. Required for submixs boolean
voice_use2dAudio false Uses 2d audio, will result in same volume sound no matter where they're at until they leave proximity. boolean
voice_use3dAudio false Uses 3d audio boolean
voice_useSendingRangeOnly false Only allows you to hear people within your hear/send range, prevents people from connecting to your mumble server and trolling. boolean

Config

PLEASE NOTE: Any keybind changes only affect new players, if you want to change your key bind go to Key Bindings -> FiveM -> Look for keybinds under 'pma-voice'.

All of the config is done via ConVars in order to streamline the process.

The ints are used like a boolean to 0 would be false, 1 true.

All of the configs here are set using setr [voice_configOption] [int] OR setr [voice_configOption] "[string]"

Note: If a convar defaults to 1 (true) you don't have set it again unless you want to disable it.

General Voice Settings

ConVar Default Description Parameter(s)
voice_enableUi 1 Enables the built in user interface int
voice_enableProximityCycle 1 Enables the usage of the F11 proximity key, if disabled players are stuck on the first proximity int
voice_defaultCycle F11 The default key to cycle the players proximity. You can find a list of valid keys in the Cfx docs string
voice_defaultRadioVolume 30 The default volume to set the radio to (has to be between 1 and 100) NOTE: Only new joins will have the new value, players that already joined will not. float
voice_defaultCallVolume 60 The default volume to set the call to (has to be between 1 and 100) NOTE: Only new joins will have the new value, players that already joined will not. float
voice_defaultVoiceMode 2 Default proximity voice value when player joins server. (Voice Modes; 1:Whisper, 2:Normal, 3:Shouting) int

Call & Radio

ConVar Default Description Parameter(s)
voice_enableRadios 1 Enables the radio sub-modules int
voice_enableCalls 1 Enables the call sub-modules int
voice_enableSubmix 1 Enables the submix which adds a radio/call style submix to their voice NOTE: Submixs require native audio int
voice_enableRadioAnim 1 Enables (grab shoulder mic) animation while talking on the radio. int
voice_defaultRadio LMENU The default key to use the radio. You can find a list of valid keys in the FiveM docs string

Sync

ConVar Default Description Parameter(s)
voice_refreshRate 200 How often the UI/Proximity is refreshed int

External Server & Misc.

ConVar Default Description Parameter(s)
voice_allowSetIntent 1 Whether or not to allow players to set their audio intents (you can see more here) int
voice_externalAddress none The external address to use to connect to the mumble server string
voice_externalPort 0 The external port to use int
voice_debugMode 0 1 for basic logs, 4 for verbose logs int
voice_externalDisallowJoin 0 Disables players being allowed to join the server, should only be used if you're using a FXServer as a external mumble server. int
voice_hideEndpoints 1 Hides the mumble address in logs NOTE: You should only care to hide this for a external server. int

Aces

pma-voice comes with a built in /muteply (tgtPly) (duration) command, in order to allow your staff to use it you will have to grand them the ace!

Example: add_ace group.superadmin command.muteply allow;

This would only allow the superadmin group to mute players.

Exports

Client

Setters
Export Description Parameter(s)
setVoiceProperty Set config options string, any
setRadioChannel Set radio channel int
setCallChannel Set call channel int
setRadioVolume Set radio volume for player int
setCallVolume Set call volume for player int
addPlayerToRadio Set radio channel int
addPlayerToCall Set call channel int
removePlayerFromRadio Remove player from radio
removePlayerFromCall Remove player from call
Toggles
Export Description Parameter(s)
toggleMutePlayer Toggles the selected player muted for the local client int

Supported from mumble-voip / toko-voip

Export Description Parameter(s)
SetMumbleProperty Set config options string, any
SetTokoProperty Set config options string, any
SetRadioChannel Set radio channel int
SetCallChannel Set call channel int

Getters

The majority of setters are done through player states.

State Bag Description Return Type
proximity Returns a table with the mode index, distance, and mode name table
radioChannel Returns the players current radio channel, or 0 for none int
callChannel Returns the players current call channel, or 0 for none int
disableRadio Returns if the players radio is currently disabled, or 0 if its not. This is expected to be use as a bitwise, do not use a bool int

Events

These are events designed for third-party resource integration. These are emitted only to the current client.

Event Description Event Params
pma-voice:settingsCallback When emited it will return the current pma-voice settings. cb(voiceSettings)
pma-voice:radioActive Triggered when the radio is activated / deactivated boolean
pma-voice:setTalkingMode Triggered on proximity mode change with the voice mode id int

Server

Setters
Export Description Parameter(s)
setPlayerRadio Sets the players radio channel int, int
setPlayerCall Sets the players call channel int, int
addChannelCheck Adds a channel check to the players radio channel int, function
Getters
State Bags

You can access the state with Player(source).state['state bag here']

State Bag Description Return Type
proximity Returns a table with the mode index, distance, and mode name table
radioChannel Returns the players current radio channel, or 0 for none int
callChannel Returns the players current call channel, or 0 for none int
voiceIntent Returns the players current voice intent, either 'speech' or 'music' string
disableRadio Returns if the players radio is currently disabled, or 0 if its not. This is expected to be use as a bitwise, do not use a bool int
enum DisabledRadioStates {
	Enabled = 0,
	IsDead = 1,
	IsCuffed = 2,
	IsPdCuffed = 4,
	IsUnderWater = 8,
	DoesntHaveItem = 16,
	PlayerDisabledRadio = 32,
}
Exports
Export Description Parameter(s)
getPlayersInRadioChannel Gets the current players in a radio channel int

pma-voice's People

Contributors

0programmer avatar 1a3dev avatar antond15 avatar avarianknight avatar berkiebb avatar coblyox avatar dev-shaz avatar dmackgl avatar dreaming-codes avatar ekinoxx0 avatar elpumpo avatar gravxd avatar jajargaming avatar kdxr avatar liamdormon avatar matinhq avatar mickeygeecom avatar nathan-commits avatar nylanderrdk avatar scottuk avatar scullyy avatar suelthedev avatar tasooneasia avatar tgiann avatar the-neco avatar tinky124 avatar tony-stark-17 avatar whooith avatar ypsilontm avatar

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pma-voice's Issues

Lag Spike Issues

Describe the bug
Seems to be have an issue with usage spiking when above like 20 players on my server, I have only changed the way the keybinds works on the resource but have kept everything else the exact same. it might have something to do with fetching the grids as u move into them, we tried moving to a smaller grid size and tbh it made it worse.

https://lithi.io/file/5fDY.png
https://lithi.io/file/jokI.png

To Reproduce
get players, move around, lag spikes?

Expected behavior
no lag spikes

Server Info:

  • Server Version: [3539 Recommended]
  • Client Version: both prod and canary
    we are using 3d audio not native audio

The radio won't open

Describe the bug
I just installed pma-voice and the resource works fine, it sounds and works fine but the radio just doesn't open, i tried to change the key but nothing, it doesn't open and it doesn't throw an error either.

Server Info:

Server Version: [3539 (Linux) ]
Client Version: [production]

Additional context
Im using v1 final (ESX)

stuttering

hello, im using newest artifacts and newest files of pma-voice

setr voice_useNativeAudio true
setr voice_useSendingRangeOnly true
setr voice_enableRadioSubmix 1
setr voice_zoneRadius 16

https://streamable.com/vmlgon

The radio won't open

Describe the bug
I just installed pma-voice and the resource works fine, it sounds and works fine but the radio just doesn't open, i tried to change the key but nothing, it doesn't open and it doesn't throw an error either.

Server Info:

  • Server Version: [3539 (Linux) ]
  • Client Version: [production]

Additional context
Im using v1 final (ESX)

People can't hear each other while talking on radio

Describe the bug
I just updated pma-voice to the latest commit, and now when players go in the same radio frequency they barely can hear each other

https://youtu.be/WqC5U4O5WmM
To Reproduce
Steps to reproduce the behavior:

  1. Go on the same radio frequency
  2. Hold M and start to talk
  3. If you are not near the player you both can't hear each other

Expected behavior
Players must hear each other when they are on the same radio frequency

Server Info:

  • Server Version: FXServer-master v1.0.0.3648 linux
  • Client Version: Stable

Additional context
I modified pma-voice for my own use if it's needed I can send it

server.cfg
setr voice_useSendingRangeOnly true setr voice_use3dAudio true setr voice_zoneRadius 12

When talking on the radio, people around ou

Describe the bug
I'm not sure if this is a bug however in previous scripts such as mumble-voip if people are talking on the radio the peds around them could hear what they are saying on the radio and I really liked that however it does not seem to be present in this variation. Is it possible to add/enable?

To Reproduce
Steps to reproduce the behavior:
Talk on the radio with people around you

Expected behavior
People around you not on the radio should be able to hear what you are saying.

Radio and phone issue

Radio and Phone Issue
We try to contact and go to radio each other but its working for first 5 seconds then after that we didn't hear each other what we can only here is a noise stuttering and after that voice will be hang for a long time

Server Info:

  • Server Version: [3539]
  • Client Version: [2186]

Radio picks up what was said previously

Describe the bug
When users are talking i.e. on Discord or using the game's voice chat and then use the radio to say something, the radio picks up whatever they were saying and sends it through the radio.

Example:

User 1 talking on Discord : "Have you seen that Nascar race where they raced on dirt?"
User 1 then immediately uses the radio and this is heard: "...where they raced on dirt? This is ADAM-127 requesting backup.

To Reproduce
Unknown steps to reproduce this. Unsure of what causes it, though.

Expected behavior
We expect the radio to be working flawlessly as I haven't seen any issue related to this.

Server Info:

  • Server Version: 3539
  • Client Version: Production

Additional context
Nothing to add.

[Suggestion] Add Radio List UI

Just a quick suggestion, like mumble-voip can we please get a list of people in the current radio channel? Maybe even ace-perm it!

My phone isn't working!

This is no longer accurate, these exports were added for compatibility a month ago (at time of edit)

If you're having issues converting your phone over (like getting an issue that the export doesn't exist) it's highly likely you're using a old toko-voip export, which mumble-voip 'provided' to make converting easier, pma-voice doesn't do this

All pma-voice exports are lowerCamelCase, so if any of your mumble-voip exports are UpperCamelCase you will have to change them.

An example would be exports such as SetCallChannel would be called setCallChannel in pma-voice.

Commit c8333cd8843994b92b1bf23ef712772638662d9e

Total voice mess after removing maxRoutingBuckets (creating max Channel) and adding "voiceData[source] = voiceData[source] or defaultVoice" to both radio & phone.
People can hear people in different radio frequencies or not hearing people from their radio frequency
Also people still hear eachother after closing phone call

audios

hello can i use voice_useNativeAudio true and voice_useSendingRangeOnly true in the same time?

I need submix to be working, so wondering what setr i should write.. because only with native audio its not working

also often people voices are suttering (150 players)

[BUG] People stop hear randomly

Describe the bug
When using this (And previously Mumble-VOIP), I have to turn off the voice chat settings in GTA and back on to hear people. If a player connects after me, I am able to hear them, however, I can't hear those who connected before me.

Turning the voice on and off works again._

Server Info:

Server Version: [3811 (Windows) ]
Client Version: [Canary]

Additional context:
Using native audio
Im using v1 final (ESX)

Audio position in world gets stuck, voice muffles, and proximity problems

Describe the bug
I posted about this in the thread, but getting the information here makes it a lot easier to reference for others.

  1. Entering default interiors (with others) will often cause the audio "source" to get locked to the door, or where they were standing relative to your camera position before entering. Walking through doors in that interior will update the audio source but it still locks in place.

  2. Entering custom interiors will not allow hearing players through the door (I believe this is expected and requires specific setup).

  3. Often, entering a custom interior will result in voices getting muffled - typically to the point of unintelligibility.

  4. Similar to above, changing ped model will cause voice muffling - only tested in default interiors, voice muffle is not nearly as bad as in custom interiors but assume the same result as in 3)

  5. Coming into range of an interior, the door of a player inside will be set as the audio source and it will sound appropriately muffled and distant if they were in the back of the interior; however, if they move up to the door and talk it will still sound like they are standing at the back.

  6. Voice proximity does not work, at all. You can swap between whisper, normal, and shout - but it will always sound the same and travel the same distance regardless.

All issues with voice muffle are able to be fixed by disabling microphone in GTA 5 Voice settings, then re-enabling.
Some people are able to hear clearly while others cannot.

Server Info:

  • Server Version: 3885
  • Client Version: canary
  • Client Build: b2189

Additional context
I did test 3d audio, proximity voice is fine and no muffling was reported - problem is NativeAudio.
I'm assuming (at least some) issues are related to the force build and require FiveM updates.

The voice chat echos.

Describe the bug
The problem is that the voice chat echos for all.

To Reproduce
Steps to reproduce the behavior:

Expected behavior
A clear and concise description of what you expected to happen.

Server Info:

  • Server Version: 3625
  • Client Version: release

Additional context
Add any other context about the problem here.

v3.3.0 rp-radio not working

with 3.3.0 release, rp-radio not working, players cant hear each other, but with newest pma-voice it works, but gcphone not working.

[BUG] Submix

Describe the bug
When a player talks over the radio/phone and releases the PTT Botton you can hear for less than a second the real voice of the player (without the submix applied) it makes it a little weird.

To Reproduce
Steps to reproduce the behavior:

  1. Join a radio
  2. Make the other player click the PTT
  3. Make the other player Talk
  4. Make the other player release the PTT while talking
  5. Ear the bug

Expected behavior
The voice should cutoff at the same time the PTT is released

Server Info:

  • Server Version: 3814
  • Client Version: Production

Additional context
None.

[QUESTION] How would one go about adding custom submixes?

How would I add a custom voice filter / submix with a command or a function or something

RegisterCommand("audiofiltertest", function(source,args) 
	local testSubmix = CreateAudioSubmix('howdoidodis')
	SetAudioSubmixEffectRadioFx(testSubmix, 1)
	SetAudioSubmixEffectParamInt(testSubmix, 1, GetHashKey('default'), 1)
	SetAudioSubmixEffectParamFloat(testSubmix, 1, GetHashKey('freq_low'), 300.0)
	SetAudioSubmixEffectParamFloat(testSubmix, 1, GetHashKey('freq_hi'), 6000.0)
	AddAudioSubmixOutput(testSubmix, 1)
	MumbleSetSubmixForServerId(source, testSubmix)
end, false)

This code does absolutely nothing and I have no idea as to what I am doing wrong (the submix is copied from your phone submix). I have tried to go through the way you implemented submixes for the rp-radio resource but nothing I have tried works. I have also tried to hijack your toggleVoice function to no avail.

Would be awesome if you could help me implement this, so I could add custom items like a megaphone or a voice changer item.

Unable to hear local or RP radio users

Hello,

When using this (And previously Mumble-VOIP), I have to turn off the voice chat settings in GTA and back on to hear people. If a player connects after me, I am able to hear them, however, I can't hear those who connected before me.

Turning the voice on and off works again.

No radio transmissions

The voice chat aspect works fine but when I join users to a radio channel, nothing appears on the UI and when you press the radio key nothing is transmitted and you get this in the client log:

[ 2571985] [ GTAProcess] MainThrd/ [radio] Syncing radio table.
[ 2571985] [ GTAProcess] MainThrd/ -------- RADIO TABLE --------
[ 2571985] [ GTAProcess] MainThrd/ 1: false
[ 2572000] [ GTAProcess] MainThrd/ -----------------------------
[ 2667063] [ GTAProcess] MainThrd/ [radio] 2 joined radio 1
[ 2668110] [ GTAProcess] MainThrd/ [verbose] [main] Updating 2 to talking: false with submix radio
[ 2669344] [ GTAProcess] MainThrd/ [verbose] [main] Updating 2 to talking: false with submix radio

I'm running 3.2.2 on the latest stable server release 3539 and the only convars set are below:

setr voice_useNativeAudio 1
setr voice_useSendingRangeOnly 1
setr voice_enableRadioSubmix 1

Any help would be greatly appreciated

Voice UI

So, I just installed this in my server and the UI isn't showing up, is there something I'm missing or is it not working?

Latest commit

Phones and radios works fine, but sometimes people cannot hear themselves when changing grids

Voice on phone calls are delayed and laggy

Hello I just realized voice on phone calls are laggy and delayed but if I go on the same radio with a guy which I am hearing with delay and lag it's completely fine

Also, there is an error on the server console
`SCRIPT ERROR: @pma-voice/server/module/radio.lua:13: table index is nil

setPlayerRadio (@pma-voice/server/module/radio.lua:32)
handler (@pma-voice/server/module/radio.lua:44)`

Also if you set volume more than 100, these errors will be printed on the client console
image

radio, range UI

hello, is it possible to change text where its in the bottom-right? [RADIO] , [RANGE]

Cannot hear players 2 out of 5 times

Hello, me again

I am not sure if this is pma-voice related issue but I have no idea where to write this, I am going nuts...

After random number of players, usually after 64 or 30 in some case, if there is group of 5 players, for example, I can hear only one, but all of them can hear me.

NetworkIsPlayerTalking is showing that they are talking, but I cannot hear them, and this is not only for me, for a lot of players.
When I enter voice server via mumble client, all channels are made, they are moved between them, and if I join to channel via client I can hear all of the players talking.

I tried external mumble server with 1024 rooms created, but same issue.
I searched in ALL of my files for 3 of those voice manipulation natives but only pma-voice have it.

I am not sure where to look further...

Thanks!

Unprotected Error in Call to Lua API

Unprotected Error in Call to Lua API
Getting this error in console when attempting to start the server.

framework - qbus
One sync Infinty
v1.0.0.2880

Don't use native audio

It breaks on our server at > 50 players. Voip starts to stutter making what people say inauditable. Use 3d audio for now I guess

Hearing player twice while on radio and call

Describe the bug
If you are in a call and radio with a person you will hear him twice no matter if you talk on radio or phone

To Reproduce
Set two players in one radio channel and one call, then talk in any of them.

Expected behavior
Should hear the player only once..

Server Info:
FXServer - 3539
Client - Canary

Crashing Voice, needs restarting rough setings

Describe the bug
Players normally hear well, but they are speaking, and once one of the players is not heard and he can not hear the others unless he turns off and on the voice in FiveM settings.

To Reproduce
Steps to reproduce the behavior:
There are actually no repro steps, because it "crashes" randomly, no errors in the console.

Expected behavior
I expect that the voice will not crash and players can be heard clearly.

Server Info:

  • Server Version: 3539
  • Client Version: production

Additional context
We are hosting another FXServer where we set a MumbleConnectAdress to. If you need anything else that might be useful, let me know. Our start arguments:

setr voice_externalAddress "someIP"
setr voice_externalPort somePort
setr voice_enableRadioSubmix true
setr voice_enableRadios 1
setr voice_enablePhones 1
setr voice_useSendingRangeOnly true

[BUG] Phone stop working random and player stop ear in building

Describe the bug
Hi, Phone stop working random and same player stop ear in building try to /vsync or stop restart by for phone no working and for speak in building need to exit and come back in

To Reproduce
Call player gcphone work restart server stop working
Speak in building (mlo or not) player stop earing random if another player enter sound is muffler

Server Info:

  • Server Version: 3886
  • Client Version: canary

Use script version last release

my server cfg like :
setr voice_externalAddress '***********'
setr voice_externalPort 64738
setr voice_useNativeAudio true
setr voice_useSendingRangeOnly "true"
setr voice_enableUi 1
setr voice_enableRadioSubmix 1
setr voice_debugMode 1

Merge rp-radio

Makes no sense to have it a seperate resource, and it has other issues aswell

  • merge resources
  • global keybind to use radio (currently its two different keybinds, rp-radio is hardcoded and pma-voice isn't)

[SUGGESTION] Add option to increase grid refresh rate with nocliping

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. go high up in the map and just noclip in max speed
  2. You will notice a lot of stuttering when doing so.

This is how it looks like in the profiler command thing at its peak.
image
also shows what's using the most
image

Expected behavior
Not to stutter as it is.

Server Info:

  • Server Version: 3625
  • Client Version: release

If this is of no use then I'm sorry lol, I did this because this is one way I really noticed stuttering, but I think that people might have some smaller stuttering problems, but with these recreational steps you really notice it at least

Rp-Radio doesn't work and gcphone too

When we talk over radio or in a gcphone call ( I configured phone to work with pma ) we can't hear people talking
same for the radio but we hear the clicks

Usage of routing buckets

Greetings,

I was wondering if routing buckets can be used along with an instance ID to be able to isolate players when they are in different esx_property interiors.

The export server side appears not to be working so I've made an event for it:

function updateRoutingBucket(source)
    route = GetPlayerRoutingBucket(source)
    voiceData[source].routingBucket = route
    TriggerClientEvent('pma-voice:updateRoutingBucket', source, route)
end

RegisterNetEvent('pma-voice:server:updateRoutingBucket')
AddEventHandler('pma-voice:server:updateRoutingBucket', function()
        updateRoutingBucket(source)
end)

However, it gets the player routing bucket instead of forcing it to a new one.

Have any ideas how I could go about this?

Maybe as such:

function updateRoutingBucket(source, bucket)
    if bucket ~= nil then
        route = bucket
    else
        route = GetPlayerRoutingBucket(source)
    end
    voiceData[source].routingBucket = route
    TriggerClientEvent('pma-voice:updateRoutingBucket', source, route)
end

RegisterNetEvent('pma-voice:server:updateRoutingBucket')
AddEventHandler('pma-voice:server:updateRoutingBucket', function(bucket)
        updateRoutingBucket(source, bucket)
end)

And then, triggering the update routing bucket from the client side while entering an instance: (instance.host being the player server ID)

TriggerServerEvent('pma-voice:server:updateRoutingBucket', instance.host+2000)

Any help would be appreciated.

It somehow works as if players go in different instance ID's they get a different result on /grid. However they can stil talk/hear each other (between grid 4031 and 4033 for example).

I am therefore wondering if there might not be the regular position sync taking effect, since the two instances are physically at the same place (using same interior)

Thanks!

Submix issue with players that are close to you while they are on same radio channel

Describe the bug
When player joins radio, u will hear players normally next to you who joins after you to the same channel. If player joins after there are people already on the channel, all players who are on the same channel before you and are next to you when they talk normally u will hear they have radio effect.

To Reproduce
Steps to reproduce the behavior:

  1. Have at least 2-3 players to test this.
  2. First player joins radio
  3. Next player joins radio
  4. Third player joins radio

Expected behavior
First player will hear radio effect when they talk to radio if they talk normally u will hear them normally. Second player will hear first player have radio effect all the time but will hear third player normally when they talk and when they talk to radio, radio effect is fine. Third player will hear everything as expected.

Server Info:

  • Server Version: 3456
  • Client Version: Doesn't matter

Additional context
Not sure if this is a resource problem or a issue with the mumble functions. Don't have time to figure it out more.

Instance voice bug

Hello,

when you used your pma-voice with instance peoples can hear people on instance all over the map :/

Do you got any fix for that ?

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