# godot4-opus 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. ## Overview This extension adds a new singleton to Godot: `Opus` with two methods: `encode` and `decode`. 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): ```GDScript func _process_audio() -> void: if has_data() and active: call_deferred("rpc", "play_data", get_data()) ... func get_data() -> PackedFloat32Array: var data = effect.get_buffer(BUFFER_SIZE) return Opus.encode(data) ... @rpc("any_peer", "call_remote", "unreliable_ordered") func play_data(data: PackedFloat32Array) -> void: var id = client.multiplayer.get_remote_sender_id() var decoded = Opus.decode(data) for b in range(0, BUFFER_SIZE): _get_generator(id).push_frame(decoded[b]) ``` ## Known limitations - 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: https://github.com/godotengine/godot-demo-projects/tree/master/networking/webrtc_signaling - Buffer size must be == 480 - Quality settings are currently hardcoded. Bitrate is 24000; bandwith is OPUS_BANDWIDTH_SUPERWIDEBAND. - At the moment this works only on Windows x64. I haven't tried other platforms. Pre-built version of libopus resides in `3rdparty` directory. ## License This is MIT licensed. Project uses Opus Codec which is BSD-licensed.