Updated the readme with the updates of February 8th 2024

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pbentes 2024-02-08 18:52:07 +00:00
parent d485656b58
commit be6f5f29f4

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@ -63,8 +63,24 @@ func playback_voip(frames: PackedVector2Array):
playback.push_buffer(frames) 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). ## 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;