Updated the readme with the updates of February 8th 2024
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README.md
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README.md
@ -63,8 +63,24 @@ func playback_voip(frames: PackedVector2Array):
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playback.push_buffer(frames)
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playback.push_buffer(frames)
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```
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```
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## Know issues / TODO
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## Notes
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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.
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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.
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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).
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## Updates
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### February 8th 2024
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#### Networking
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- Moved the networking setup to be an autoload scene;
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- Changed the main menu to call the networking scene;
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- 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;
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- The client will now be kicked back to the main menu when the server disconnects;
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- Exported networking configurations;
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#### Voip
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- Added a stereo_to_mono function. (Sending a mono track is half as expensive);
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- Added a mono_to_stereo function. (Godot's buffers are stereo by default so we need to convert the mono track to stereo);
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- No RPC calls will now be done if no microphone input is detected;
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