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# godot4-opus
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A GDExtension that adds to Godot4 support for encoding voice data using the Opus Codec. This can be useful for those who want to implement VOIP systems for Godot4 games.
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## Overview
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This extension adds a new singleton to Godot: `Opus` with two methods: `encode` and `decode`.
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These can be used to compress audio obtained `AudioEffectCapture` and then to decode it so it's usable in Godot again.
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Quick and dirty example (full demo coming soon):
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```GDScript
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func _process_audio() -> void:
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if has_data() and active:
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call_deferred("rpc", "play_data", get_data())
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...
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func get_data() -> PackedFloat32Array:
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var data = effect.get_buffer(BUFFER_SIZE)
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return Opus.encode(data)
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...
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@rpc("any_peer", "call_remote", "unreliable_ordered")
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func play_data(data: PackedFloat32Array) -> void:
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var id = client.multiplayer.get_remote_sender_id()
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var decoded = Opus.decode(data)
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for b in range(0, BUFFER_SIZE):
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_get_generator(id).push_frame(decoded[b])
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```
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## Known limitations
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- This is more POC than a production-ready solution although it's not too far from achieving this status. I'm using this code successfully in a scenario similar to the one presented in this demo:
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https://github.com/godotengine/godot-demo-projects/tree/master/networking/webrtc_signaling
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- Buffer size must be == 480
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- At the moment this works only on Windows x64. I haven't tried other platforms. Pre-built version of libopus resides in `3rdparty` directory.
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## License
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This is MIT licensed. Project uses Opus Codec which is BSD-licensed.
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