From be6f5f29f48d3f92762dc6717530754a1d6eb0f0 Mon Sep 17 00:00:00 2001 From: pbentes Date: Thu, 8 Feb 2024 18:52:07 +0000 Subject: [PATCH] Updated the readme with the updates of February 8th 2024 --- README.md | 22 +++++++++++++++++++--- 1 file changed, 19 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 244578b..81c6eba 100644 --- a/README.md +++ b/README.md @@ -63,8 +63,24 @@ func playback_voip(frames: PackedVector2Array): playback.push_buffer(frames) ``` -## Know issues / TODO +## Notes -Sending the raw audio frames is not optimal since it ends up being a large amount of data. About 8Mb for 1024 audio frames which is way above the MTU of 1392 bytes. +Any sound effects such as EQ, Distortion, Noise Gates, Etc, are better added as an audio effect on the buffer than on the VoIP implementation. -This can easily be improved by using compression but I haven't had the time to look into [StreamPeerGZIP](https://docs.godotengine.org/en/stable/classes/class_streampeergzip.html). \ No newline at end of file +## Updates + +### February 8th 2024 + +#### Networking + +- Moved the networking setup to be an autoload scene; +- Changed the main menu to call the networking scene; +- Added the option of changing the compression method used by the [ENetConnections](https://docs.godotengine.org/en/stable/classes/class_enetconnection.html) of the multiplayer peers; +- The client will now be kicked back to the main menu when the server disconnects; +- Exported networking configurations; + +#### Voip + +- Added a stereo_to_mono function. (Sending a mono track is half as expensive); +- Added a mono_to_stereo function. (Godot's buffers are stereo by default so we need to convert the mono track to stereo); +- No RPC calls will now be done if no microphone input is detected; \ No newline at end of file