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3rdparty/opus | ||
godot-cpp@78ffea5b13 | ||
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LICENSE | ||
README.md | ||
SConstruct |
README.md
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):
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
- 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.