MantisBT - Zandronum
View Issue Details
0001888Zandronum[All Projects] Suggestionpublic2014-07-15 22:472024-04-11 18:41
AlexMax 
Kaminsky 
normalfeatureN/A
needs testingdenied 
 
3.2 
0001888: Voice Chat
I think that adding voice chat would be a cool new feature for Zandronum. Not necessarily for competition, but I can easily see it adding to gamemodes like Whodunit.

Here are a few odd pieces that I came across while researching it myself:

- ZDoom does not use the microphone for anything, so there would be a lot of untrodden ground here. However, FModEx does support microphone input. There is a sample recording application located in FMOD SoundSystem\FMOD Programmers API Win32\examples\recording.
- There would probably need to be a special keybind for it, like +voice and perhaps +teamvoice.
- Opus appears to be the successor to Speex as the hip new voice audio compression codec. 'http://www.opus-codec.org/ [^]'
- How would voice chat be integrated into ZDoom's existing sound system?
- Directional voice...perhaps voice chat from a player can be 'emitted' from their player?
No tags attached.
duplicate of 0000869closed  Microphone talk support for Zandronum 
duplicate of 0000503closed  Mumble Positional Audio Support 
parent of 0004219resolved Kaminsky sv_allowvoicechat 2 should not allow dead teammates to speak with live ones 
parent of 0004217confirmed  Zandronum crashes when you try to test the microphone. 
parent of 0004220resolved Kaminsky New VoiceChat causes clientside crashes 
parent of 0004222resolved Kaminsky Voice chat- Microphone input does not work in Linux client 
parent of 0004221resolved  Expose voice chat setting of servers to launcher queries 
Not all the children of this issue are yet resolved or closed.
Issue History
2014-07-15 22:47AlexMaxNew Issue
2014-07-16 04:56StrikerMan780Note Added: 0009980
2014-07-16 04:56StrikerMan780Note Edited: 0009980bug_revision_view_page.php?bugnote_id=9980#r5350
2014-07-16 05:01StrikerMan780Note Edited: 0009980bug_revision_view_page.php?bugnote_id=9980#r5351
2014-07-16 05:02StrikerMan780Note Edited: 0009980bug_revision_view_page.php?bugnote_id=9980#r5352
2014-07-16 06:59DevilHunterNote Added: 0009981
2014-07-16 07:28StrikerMan780Note Edited: 0009980bug_revision_view_page.php?bugnote_id=9980#r5353
2014-07-16 08:28ZzZomboNote Added: 0009984
2014-07-17 18:23LeonardNote Added: 0009990
2014-07-18 00:28AlexMaxNote Added: 0009991
2014-07-18 00:42ZzZomboNote Added: 0009992
2014-07-18 05:28Blzut3Note Added: 0009994
2014-07-19 12:55Torr SamahoRelationship addedduplicate of 0000869
2014-07-19 12:56Torr SamahoRelationship addedrelated to 0000503
2014-07-19 13:02WirtualnoscNote Added: 0010002
2014-07-19 16:59FritsNote Added: 0010005
2014-07-19 17:02FritsNote Edited: 0010005bug_revision_view_page.php?bugnote_id=10005#r5365
2014-07-19 19:46CatastropheNote Added: 0010006
2014-07-19 19:46CatastropheNote Edited: 0010006bug_revision_view_page.php?bugnote_id=10006#r5367
2014-07-19 20:47AlexMaxNote Added: 0010007
2014-07-19 20:52AlexMaxNote Edited: 0010007bug_revision_view_page.php?bugnote_id=10007#r5369
2014-07-20 08:24mifuNote Added: 0010008
2014-07-20 19:03StrikerMan780Note Edited: 0009980bug_revision_view_page.php?bugnote_id=9980#r5373
2014-07-20 19:37DuskAssigned To => Dusk
2014-07-20 19:37DuskStatusnew => assigned
2014-07-20 19:37DuskAssigned ToDusk =>
2014-07-20 19:37DuskStatusassigned => new
2014-07-20 19:42Torr SamahoRelationship replacedhas duplicate 0000503
2014-07-20 19:42Torr SamahoRelationship replacedduplicate of 0000503
2014-07-20 20:21StrikerMan780Note Added: 0010015
2014-07-20 20:22StrikerMan780Note Edited: 0010015bug_revision_view_page.php?bugnote_id=10015#r5375
2014-07-20 20:32StrikerMan780Note Edited: 0010015bug_revision_view_page.php?bugnote_id=10015#r5376
2016-06-07 14:30VoiceLiker321Note Added: 0015046
2016-07-17 21:35DuskNote Added: 0015368
2016-07-17 21:35DuskStatusnew => closed
2016-07-17 21:35DuskResolutionopen => denied
2016-07-17 21:35DuskAssigned To => Dusk
2016-07-17 21:35DuskStatusclosed => resolved
2018-09-30 22:34Blzut3Statusresolved => closed
2024-01-10 20:26KaminskyNote Added: 0022987
2024-01-10 20:26KaminskyAssigned ToDusk => Kaminsky
2024-01-10 20:26KaminskyStatusclosed => needs review
2024-01-10 20:26KaminskyTarget Version => 3.2
2024-01-21 21:23KaminskyNote Added: 0022996
2024-01-21 21:23KaminskyStatusneeds review => needs testing
2024-04-09 15:30Ru5tK1ngRelationship addedparent of 0004219
2024-04-09 15:30Ru5tK1ngRelationship addedparent of 0004217
2024-04-09 15:30Ru5tK1ngRelationship addedparent of 0004220
2024-04-10 01:10Ru5tK1ngRelationship addedparent of 0004222
2024-04-11 18:41KaminskyRelationship addedparent of 0004221
2024-05-28 00:08VoiceLiker321Note Deleted: 0015046

Notes
(0009980)
StrikerMan780   
2014-07-16 04:56   
(edited on: 2014-07-20 19:03)
I'd be all for in-game voice. Almost every other game I play has some form of built-in voice communication, so I'm used to it. (UT2004, HL2DM, TF2, CSS, etc.)

However, I'd definitely make it directional, as it would keep populated servers from getting too noisy, and it could be a great tool in an of itself, say... in coop, TDM, or CTF. One could say "Over Here!" and they'd be able to tell their real position just by the sound. Could make for some great humor as well. :P

With that said, give players the option to mute people or disable voice entirely. Giving admins the ability to globally mute a player would also be grand.

Opus is an amazing codec, so I'd definitely recommend it. It has good gain control, great quality, low bandwidth usage, etc.

(0009981)
DevilHunter   
2014-07-16 06:59   
I know you already posted on the other ticket I link below Striker but...

'http://zandronum.com/tracker/view.php?id=503 [^]'

Just a heads up to Alexmax, and this may be flagged as a Relationship to the linked Ticket.
(0009984)
ZzZombo   
2014-07-16 08:28   
No, I'm all against it. I don't want hear all sorts of shit, because while you can easily ignore whatever is going on in the text chat, ignoring voice chat is much harder.
(0009990)
Leonard   
2014-07-17 18:23   
Duplicate..
'http://zandronum.com/tracker/view.php?id=869 [^]'
(0009991)
AlexMax   
2014-07-18 00:28   
> No, I'm all against it. I don't want hear all sorts of shit, because while you can easily ignore whatever is going on in the text chat, ignoring voice chat is much harder.

Extend F8 Mute to also mute ingame players, maybe?
(0009992)
ZzZombo   
2014-07-18 00:42   
And what? It still will distract players to do that, while ignoring text chat is trivial as it is.
(0009994)
Blzut3   
2014-07-18 05:28   
I'm inclined against voice chat. I haven't played modern games online so I don't know how bad it is, but if someone has voice chat disabled, will other people obviously know that? What if they're giving some productive information over the chat and not realizing that the other person is not hearing any of it.

Since I'm hearing impaired I have no use for voice chat. I really like that I don't miss out on anything because of that. Of course from what I understand people just scream profanities into the mic, so I'm apparently not missing out on anything any way.
(0010002)
Wirtualnosc   
2014-07-19 13:02   
This could be useful for scrims and team games, even though most people use TeamSpeak for this already. As for the mute problem, I guess a proper keybind would eliminate this (although it would be a good thing if it was separate from F8). Maybe an indication on scoreboard could show that a person muted voice chat as well?

Also maybe it should be somewhat disabled by default. That would mark it even more as an optional gameplay feature instead of an essential one.
(0010005)
Frits   
2014-07-19 16:59   
(edited on: 2014-07-19 17:02)
Blzut3:
 most games handle an opt out instead of an opt in system when it comes to voice chat. The better ones even have an individual muting system.
Though i've played my fair share (now a lot less) the cod screaming child stereotype is something i haven't encountered a lot. Furthermore I found it hard to even find a server where people even used the voice chat. That's why i wouldn't mind an opt out system for zandro but only if an easy individual muting system is provided.

(0010006)
Catastrophe   
2014-07-19 19:46   
On the very slim chance that this does get added. It must be regional only like dayZ. Otherwise it'll be a mess (see Zdaemon).

(0010007)
AlexMax   
2014-07-19 20:47   
(edited on: 2014-07-19 20:52)
I was actually thinking the same thing. Teamchat should probably be global, but it would be REALLY cool if voice chat could appear to "come from" a specific marine and had realistic volume attenuation so you couldn't hear him past a certain radius.

There are also some neat modding possibilities I can think of:

- What if you were playing WhoDunIt and you could only use global voice chat if you had a radio inventory item on you? Or maybe you couldn't use voice chat at all if you entered a "knocked out" state.
- What if a mod made it so voice chat could be picked up by an in-game microphone THING and would broadcast realistically through speakers throughout the map.

(0010008)
mifu   
2014-07-20 08:24   
I support this as long as

- There is a system/feature to disable voice chat at will
- Ability to ignore certain players (like the ignore feature we currently have, just extended to voice)

Server admins will just need to ban people for abuse.
(0010015)
StrikerMan780   
2014-07-20 20:21   
(edited on: 2014-07-20 20:32)
I've found voice chat to be more useful than annoying in most games. Haven't had much in the way of kids screaming, nor a constant stream of profanity. Most of it is either idle chat, or in team-games, feeding team-mates important information. Any ass-tards usually get muted very quickly, and most of them are usually found on XBox Live, or TF2 anyway.

Any game that uses positional voice is much better, as there's less in the way of people talking over one another, less noise/chaos, and more immersion... and it also allows you to walk away from someone you don't want to hear. (Aside from the Mute feature, of course.)

The only big annoyance I have with Voice chat, is when a game uses a horribad codec with poor audio quality/sample rate, with no auto gain control. That's when you get people with mics that clip the audio to the max, raping ears inadvertently. Thankfully, Opus doesn't have that problem.

(0015368)
Dusk   
2016-07-17 21:35   
This was still open?

There is no reason for voice chat as TeamSpeak is widely used in the community for the purpose. Adding voice chat would only mean more burden for us for no substantial gain.
(0022987)
Kaminsky   
2024-01-10 20:26   
I decided to resurrect this old ticket because for the last few months, I've been working on adding voice chat support to Zandronum.

More information can be found here:'https://foss.heptapod.net/zandronum/zandronum-stable/-/merge_requests/4 [^]'
(0022996)
Kaminsky   
2024-01-21 21:23   
All the commits from the merge request have been pushed into the default branch. Zandronum officially has voice chat now.