avarianknight / pma-voice Goto Github PK
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License: MIT License
An easy drag n' drop resource that gives you a wrapper to use FiveM's built-in mumble voice.
License: MIT License
When rewriting the UI for language translation & react support, add a default radio that players can enable/disable
nvm
I belive you have to re-set your current grid or whatever whenever voice chat has been disabled to fix this issue. You could have a slow loop checking MumbleIsConnected()
perhaps and when its back then re-set your grid?
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:
Expected behavior
The voice should cutoff at the same time the PTT is released
Server Info:
Additional context
None.
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
This is how it looks like in the profiler command thing at its peak.
also shows what's using the most
Expected behavior
Not to stutter as it is.
Server Info:
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
Is it ever possible to do so via mumble? If so, could you please add this feature to pma-voice? Thanks.
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
Submix is a mix added, for example radio noise. Would be cool to be added
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:
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)
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:
Additional context
Im using v1 final (ESX)
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)
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:
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:
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.
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!
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:
Expected behavior
Players must hear each other when they are on the same radio frequency
Server Info:
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
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
Basicly you hear other passengers in the same vehicle in a really low voip volume.
I belive its a fivem bug but want to check with y'all if anyone else has the same issue before I report it. We're using 3d audio
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
Isn't working through gcphone
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.
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?
It breaks on our server at > 50 players. Voip starts to stutter making what people say inauditable. Use 3d audio for now I guess
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.
Describe the bug
The problem is that the voice chat echos for all.
Expected behavior
A clear and concise description of what you expected to happen.
Server Info:
Additional context
Add any other context about the problem here.
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
hello, is it possible to change text where its in the bottom-right? [RADIO] , [RANGE]
was fixed was caching problem...
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.
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
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.
Hello, even after using convar and even if I remove convar check in code, voice ui won't show.
I read somewhere that it needs to manually be buit, but how do I do that ?
Thanks!
https://i.imgur.com/QhV1PbA.png
Getting this error show in image
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:
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
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.
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)
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 ?
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:
Additional context
Nothing to add.
Makes no sense to have it a seperate resource, and it has other issues aswell
Some servers might have a dispatch system in which they need to be able to join multiple channels
Not everyone is English speaking, some people will likely want to make some of the UI & debugging in their native language.
Describe the bug
I posted about this in the thread, but getting the information here makes it a lot easier to reference for others.
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.
Entering custom interiors will not allow hearing players through the door (I believe this is expected and requires specific setup).
Often, entering a custom interior will result in voices getting muffled - typically to the point of unintelligibility.
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)
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.
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:
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.
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
I know I can set convar in server.cfg file. but it won't affect the previous players. Is there a way to manually change the volume for previous players?
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!
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!
Phones and radios works fine, but sometimes people cannot hear themselves when changing grids
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
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:
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
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:
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