Files
SpaceBots/script/audioManager.gd
2026-01-21 23:51:53 +01:00

181 lines
8.0 KiB
GDScript

extends Node
var current_sample_rate: int = 48000
var has_loopback: bool = false
var max_buffer_size: int = 1000
var voicechat_player_path : NodePath = ^"VoiceChat"
var sample_rate_min : int = 11025
var sample_rate_max : int = 48000
var local_playback: AudioStreamGeneratorPlayback = null
var local_voice_buffer: PackedByteArray = PackedByteArray()
var network_playback: Dictionary[int, AudioStreamGeneratorPlayback] = {}
var network_voice_buffer: Dictionary[int, PackedByteArray] = {}
@onready var loopback_player : AudioStreamPlayer= $/root/Main/VoiceLoopback
func _ready() -> void:
if not Steamworks.is_initiallized:
push_warning("[VoiceChat] VoiceChat disabled due to SteamAPI.")
return
if has_loopback:
print("[VoiceChat] Loopback on")
record_voice(true)
loopback_player.stream.mix_rate = current_sample_rate
loopback_player.play()
local_playback = loopback_player.get_stream_playback()
multiplayer.peer_disconnected.connect(remove_disconnected_peer)
Multiplayer.player_ready.connect(add_joined_peer)
func _process(_delta: float) -> void:
if not Steamworks.is_initiallized:
return
check_for_voice_local()
func add_joined_peer(id): # Fix calling this on yourself
var player : Node3D = Multiplayer.playerDict.get(id)
var remote_audio_stream_playback = player.get_node_or_null(voicechat_player_path).get_stream_playback()
network_playback.set(id, remote_audio_stream_playback)
network_voice_buffer.set(id,PackedByteArray())
current_sample_rate = Steam.getVoiceOptimalSampleRate()
send_sample_rate.rpc_id(id, current_sample_rate)
func remove_disconnected_peer(id):
network_playback.erase(id)
network_voice_buffer.erase(id)
func check_for_voice_local() -> void:
var available_voice: Dictionary = Steam.getAvailableVoice()
if !available_voice:
return
# Seems there is voice data
if available_voice['result'] == Steam.VOICE_RESULT_OK and available_voice['buffer'] > 0:
# Valve's getVoice uses 1024 but GodotSteam's is set at 8192?
# Our sizes might be way off; internal GodotSteam notes that Valve suggests 8kb
# However, this is not mentioned in the header nor the SpaceWar example but -is- in Valve's docs which are usually wrong
var voice_data: Dictionary = Steam.getVoice()
if voice_data['result'] == Steam.VOICE_RESULT_OK and voice_data['written']:
#print("[VoiceChat] Voice message has data: %s / %s" % [voice_data['result'], voice_data['written']])
# Here we can pass this voice data off on the network
#TODO: Fix this shit: Only execute if multiplayer connected -> Fix resetting multiplayer.peer
get_sample_rate()
send_voice.rpc(voice_data['buffer'])
# If loopback is enable, play it back at this point
if has_loopback:
# Our sample rate function above without toggling
process_voice_data(voice_data['buffer'], 1)
@rpc("any_peer","call_remote","unreliable")
func send_voice(voice_buffer : PackedByteArray):
var sender_id : int = multiplayer.get_remote_sender_id()
if not network_playback.has(sender_id):
push_error("[VoiceChat] Received audio data, but there is no AudioStreamPlayer available for that user. Emitter: " + str(sender_id))
return
if not network_voice_buffer.has(sender_id):
push_error("[VoiceChat] Received audio data without allocated voice buffer for that user. Emitter: " + str(sender_id))
return
var local_peer_buffer : PackedByteArray = network_voice_buffer.get(sender_id)
if local_peer_buffer.size() >= max_buffer_size:
push_error("[VoiceChat] AudioBuffer exeeding size limit. Emitter: " + str(sender_id))
process_voice_data(voice_buffer, sender_id)
@rpc("any_peer","call_remote","reliable")
func send_sample_rate(sample_rate : int):
var sender_id : int = multiplayer.get_remote_sender_id()
if sample_rate < sample_rate_min || sample_rate > sample_rate_max:
push_warning("[VoiceChat] Received invalid sample rate for peer. Emitter: " + str(sender_id))
return
if not network_playback.has(sender_id):
push_warning("[VoiceChat] Received sample rate for invalid peer. Emitter: " + str(sender_id)) # Race condition?
return
if not Multiplayer.playerDict.has(sender_id):
push_error("[VoiceChat] Player exists in VoiceChat variables, but not playerDict??? Emitter: " + str(sender_id))
return
if not Multiplayer.playerDict.has(sender_id): return
var player : Node3D = Multiplayer.playerDict.get(sender_id)
if not player.has_node(voicechat_player_path): return
player.get_node(voicechat_player_path).stream.mix_rate = sample_rate # Fix this (ref: process_voice_data TODO:_1
network_playback.get(sender_id).clear_buffer()
network_voice_buffer.get(sender_id).clear()
func get_sample_rate() -> void:
current_sample_rate = Steam.getVoiceOptimalSampleRate()
if loopback_player.stream.mix_rate != current_sample_rate:
send_sample_rate.rpc(current_sample_rate)
loopback_player.stream.mix_rate = current_sample_rate
print("[VoiceChat] Changed own sample rate to: " + str(current_sample_rate))
func process_voice_data(voice_data: PackedByteArray, voice_source: int) -> void:
#TODO:_1 Fix this with a mix rate dict
var decompressed_voice : Dictionary
if voice_source == 0:
decompressed_voice = Steam.decompressVoice(voice_data, current_sample_rate)
elif Multiplayer.playerDict.has(voice_source):
var player : Node3D = Multiplayer.playerDict.get(voice_source)
if not player.has_node(voicechat_player_path):
push_error("[VoiceChat] Player %s doesn't have a VoiceChat node", voice_source)
return
var mix_rate = player.get_node_or_null(voicechat_player_path).stream.mix_rate
assert(mix_rate >= sample_rate_min and mix_rate <= sample_rate_max)
decompressed_voice = Steam.decompressVoice(voice_data, mix_rate)
else:
push_error("[VoiceChat] Received voice data for non existing player")
return
if decompressed_voice['result'] == Steam.VOICE_RESULT_OK and decompressed_voice['size'] > 0:
if voice_source == 0:
local_voice_buffer = decompressed_voice['uncompressed']
local_voice_buffer.resize(decompressed_voice['size'])
# We now iterate through the local_voice_buffer and push the samples to the audio generator
for i: int in local_playback.get_frames_available():
if local_voice_buffer.size() == 0: break
# Steam's audio data is represented as 16-bit single channel PCM audio, so we need to convert it to amplitudes
# Combine the low and high bits to get full 16-bit value
var raw_value: int = local_voice_buffer[0] | (local_voice_buffer[1] << 8)
# Make it a 16-bit signed integer
raw_value = (raw_value + 32768) & 0xffff
# Convert the 16-bit integer to a float on from -1 to 1
var amplitude: float = float(raw_value - 32768) / 32768.0
# push_frame() takes a Vector2. The x represents the left channel and the y represents the right channel
local_playback.push_frame(Vector2(amplitude, amplitude))
# Delete the used samples
local_voice_buffer.remove_at(0)
local_voice_buffer.remove_at(0)
else:
#TODO: Better naming
#TODO: Better explanation for 16-bit conversions
var peer_voice_buffer : PackedByteArray = network_voice_buffer.get(voice_source)
peer_voice_buffer = decompressed_voice['uncompressed']
peer_voice_buffer.resize(decompressed_voice['size'])
var peer_playback : AudioStreamGeneratorPlayback = network_playback.get(voice_source)
for i: int in peer_playback.get_frames_available():
if peer_voice_buffer.size() == 0: break
var raw_value: int = peer_voice_buffer[0] | (peer_voice_buffer[1] << 8)
# Make it a 16-bit signed integer
raw_value = (raw_value + 32768) & 0xffff
# Convert the 16-bit integer to a float on from -1 to 1
var amplitude: float = float(raw_value - 32768) / 32768.0
# push_frame() takes a Vector2. The x represents the left channel and the y represents the right channel
peer_playback.push_frame(Vector2(amplitude, amplitude))
# Delete the used samples
peer_voice_buffer.remove_at(0)
peer_voice_buffer.remove_at(0)
func record_voice(is_recording: bool) -> void:
# If talking, suppress all other audio or voice comms from the Steam UI
Steam.setInGameVoiceSpeaking(Steamworks.steam_id, is_recording)
if is_recording:
Steam.startVoiceRecording()
else:
Steam.stopVoiceRecording()