Minor changes to the readme

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jan-weil 2024-01-17 08:42:18 +01:00 committed by GitHub
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@ -4,32 +4,41 @@ A GDExtension that adds to Godot4 support for encoding voice data using the Opus
## Overview ## Overview
This extension adds a new singleton to Godot: `Opus` with two methods: `encode` and `decode`. This extension adds a new node to Godot: `Opus` with three methods: `encode`, `decode` and `decode_and_play`.
These can be used to compress audio obtained `AudioEffectCapture` and then to decode it so it's usable in Godot again. These can be used to compress audio obtained `AudioEffectCapture` and then to decode it so it's usable in Godot again.
Quick and dirty example (full demo coming soon): Usage is best illustrated in this demo: https://github.com/microtaur/godot4-p2p-voip
Most interesting part from the demo code illustrating how this works:
```GDScript ```GDScript
func _process_audio() -> void: var _encoder := Opus.new()
...
func _audio_process():
while true:
if has_data() and active: if has_data() and active:
call_deferred("rpc", "play_data", get_data()) var data = get_data()
call_deferred("rpc", "play_data", data)
else:
OS.delay_msec(10)
... ...
func get_data() -> PackedFloat32Array: func get_data() -> PackedFloat32Array:
var data = effect.get_buffer(BUFFER_SIZE) var data = effect.get_buffer(BUFFER_SIZE)
return Opus.encode(data) return _encoder.encode(data)
... ...
@rpc("any_peer", "call_remote", "unreliable_ordered") @rpc("any_peer", "call_remote", "reliable")
func play_data(data: PackedFloat32Array) -> void: func play_data(data: PackedFloat32Array) -> void:
var id = client.multiplayer.get_remote_sender_id() var id = client.multiplayer.get_remote_sender_id()
var decoded = Opus.decode(data) _update_player_pool()
for b in range(0, BUFFER_SIZE): _get_opus_instance(id).decode_and_play(_get_generator(id), data)
_get_generator(id).push_frame(decoded[b])
``` ```