https://wiki.mumble.info/api.php?action=feedcontributions&user=Hiradur&feedformat=atomMumble Wiki - User contributions [en]2024-03-29T11:57:15ZUser contributionsMediaWiki 1.31.0https://wiki.mumble.info/index.php?title=Games&diff=9993Games2019-01-11T16:18:57Z<p>Hiradur: Add UFO: Alien Invasion</p>
<hr />
<div><br />
<br /><br />
= Overlay =<br />
Our overlay is not technically game-specific but rendering-engine-specific. Thus it works for all games using supported rendering APIs.<br />
<br />
For more information on the overlay, see [[Overlay|the respective page about the Overlay]].<br />
<br />
= Positional audio =<br />
[[File:Positional_Audio.gif|left|alt=Shows Audiowaves with Postional Audio in cyberspace]]<br />
Please note that Mumble works with all games as a regular voice chat application. Those listed on this page are the games for which we are providing [[Positional-Audio|positional sound]] support, so that the voice of your teammates comes from their direction in game.<br />
<br />
This feature '''can be enabled as follows''':<br />
* 1.) Check "[[Advanced client configuration|Advanced]]" in the ''Configure|Settings'' menu<br />
* 2.) Go to ''Plugins'' and check "Link to Game and Transmit Position"<br />
<br />
If you deselected ''Enable positional audio'' during setup you have to re-enable it in the wizard.<br />
<br />
'''Just because your game says it is a different version from the plugin does not necessarily mean that the plugin will not work.'''<br />
<br />
It is possible that some plugins are outdated in the current release; in that case please check the lists below.<br />
<br />
If there is no update for the plugin, please report it [https://github.com/mumble-voip/mumble/issues here].<br />
<br />
For additional info on what positional audio is and how it works in Mumble, see [[Positional-Audio|here]].<br />
<br />
If you want to add support for a game and you are able to modify the source of this game you can use the [[Link]] plugin. If you cannot modify the source of the game you want to add, [[Pluginguide | this guide]] should help. For an overall look at retrieving positional data from a game, see [[HackPositionalAudio | here]].<br />
<div style="clear:left;"></div><br />
<br />
== Supported games ==<br />
<br />
The following table displays which games positional audio is available for, from which game version on (/for which version), for what platform and if extended support is available.<br />
<br />
Games that provide native positional data via the Link plugin are marked in <span style="background-color:#e8e8ff">blue</span> (that means they won’t get outdated). Outdated plugins are marked in <span style="background-color:#FFFFC0">yellow</span>.<br><br />
''No'' means that the games don't use the extended positional audio features that were introduced with Mumble 1.2. Move the pointer over to see more info about the extended support for a specific plugin (if available).<br />
<br />
'''Note:''' Windows plugins work on Wine!<br />
<br />
{{Warning<br />
|message=Plugins for 64-bit games only work with Mumble x64!<br />
}}<br />
{|border="0" cellpadding="2" cellspacing="1" style="background:#e2e2e2;" class="sortable"<br />
! Game<br />
! Version<br />
! Action required<br />
! Platform<br />
! Extended support (Context, identity)<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/17510 Age of Chivalry]<br />
| Build 4104<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://www.arma2.com ArmA 2]<br />
| [http://steamcommunity.com/games/arma2/announcements/detail/1027014441254296137 1.08] while the latest is [http://steamcommunity.com/games/arma2/announcements/detail/1370438673676192803 1.10]<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.arma2.com ArmA 2: Operation Arrowhead]<br />
| >= 1.60<br />
| Install the [https://dev.withsix.com/projects/mumblelink dedicated mod]<br />
| Windows<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://arma3.com ArmA 3]<br />
| >= 0.5<br />
| Install the [https://dev.withsix.com/projects/mumblelink dedicated mod]<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.battlefield.com Battlefield 1]<br />
| [https://www.battlefield.com/news/update-notes/spring-update 1.0.49.52296]<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on server name. Identity: Team, Squad and Squad leader">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-1942 Battlefield 1942]<br />
| 1.61b<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-2 Battlefield 2]<br />
| 1.50<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Host IP address and port, Commander, Squad Leader, Squad, Team, On VoIP, On VoIP com, Target squad ID">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-2142 Battlefield 2142]<br />
| [http://largedownloads.ea.com/pub/patches/BF2142/ 1.51]<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Host IP address and port, Team ID, Squad ID, Commander, Squad Leader, Target squad ID, On VoIP, On VoIP com, Player">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield3 Battlefield 3]<br />
| Build 1147186 - End Game DLC<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Team, Squad, Squad Leader">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield4 Battlefield 4]<br />
| 1.8.2.48475<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Host IP address and port, Team, Squad, Squad Leader, Squad State">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-bad-company-2-vietnam Battlefield Bad Company 2]<br />
| Build 795745<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefieldheroes.com Battlefield Heroes]<br />
| ?<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/362890 Black Mesa]<br />
| Any<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://borderlandsthegame.com Borderlands]<br />
| [http://borderlands.wikia.com/wiki/Patch_1.4.0 1.4.0] while the latest is [http://borderlands.wikia.com/wiki/Patch_1.4.1 1.4.1]<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://store.steampowered.com/app/49520 Borderlands 2]<br />
| [http://borderlands.wikia.com/wiki/Patch_1.8.X_(Borderlands_2) 1.8.3] while the latest is [http://borderlands.wikia.com/wiki/Patch_1.8.X_(Borderlands_2) 1.8.4]<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Character name">Identity only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://breachgame.com Breach]<br />
| 1.1.0<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/2630 Call of Duty 2]<br />
| 1.3<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/7940 Call of Duty 4: Modern Warfare]<br />
| 1.7.568<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://steamcommunity.com/app/10190 Call of Duty: Modern Warfare 2 Multiplayer]<br />
| 1.2.208<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/10180 Call of Duty: Modern Warfare 2 Special Ops]<br />
| 1.1<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/10090 Call of Duty: World at War]<br />
| 1.7.1263<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/10 Counter-Strike 1.6]<br />
| 1.6<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/730 Counter-Strike: Global Offensive]<br />
| >= [http://blog.counter-strike.net/index.php/2014/08/10222 Aug 27 2014]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/240 Counter-Strike: Source]<br />
| >= [http://store.steampowered.com/news/9893 Feb 5 2013]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.dayofdefeat.com Day of Defeat: Source]<br />
| >= [http://store.steampowered.com/news/9221 1.0.0.46 (01:24:57 Oct 26 2012 (5101))]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.dystopia-game.com Dystopia]<br />
| Build 4104<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://steamcommunity.com/app/10000 Enemy Territory: Quake Wars]<br />
| 1.50<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ezquake.sf.net ezQuake]<br />
| >= 2.0 alpha<br />
| No<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.finalfantasyxiv.com Final Fantasy XIV]<br />
| 2016.11.11.0000.0000<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on Map. Identity: Map and Player">Yes</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| Garry's Mod 11<br />
| Build 5692<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.rockstargames.com/IV Grand Theft Auto IV]<br />
| [https://support.rockstargames.com/hc/en-us/articles/200145406--May-28-2010-Grand-Theft-Auto-IV-Patch-7-Title-Update-v-1-0-7-0-English-1-0-6-1-Russian-1-0-5-2-Japanese 1.0.7.0]<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.rockstargames.com/GTAOnline Grand Theft Auto V]<br />
| [https://support.rockstargames.com/hc/en-us/articles/115004482908 1.38]<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Player nickname, vehicle, location and street">Identity only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.guildwars.com Guild Wars]<br />
| Build 36001<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on location + area">Partial context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.guildwars2.com/ Guild Wars 2]<br />
| >= [https://forum-en.guildwars2.com/forum/info/news/Game-Update-Notes-February-26-2013 Build 2/26/13] <sub>[http://wiki.guildwars2.com/wiki/Mumble Official Wiki page]</sub><br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/320/ Half-Life 2: Deathmatch]<br />
| >= [http://store.steampowered.com/news/9221 1.0.0.37 (01:24:57 Oct 26 2012 (5101))]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/222880/ Insurgency]<br />
| ?<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/17700 Insurgency: Modern Infantry Combat]<br />
| Build 4044<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/8190 Just Cause 2]<br />
| 1.0.0.2<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://leagueoflegends.com League of Legends]<br />
| 1.0.0.145<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.l4d.com Left 4 Dead]<br />
| [http://www.l4d.com/blog/post.php?id=20984 1.0.3.1]<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Host IP address and port, map name and player SteamID">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.l4d.com Left 4 Dead 2]<br />
| [http://www.l4d.com/blog/post.php?id=22240 2.1.4.6]<br />
| No<br />
| Windows, Linux<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Host IP address and port, server name, map name, player nickname and player SteamID">Yes</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [https://www.lotro.com Lord of the Rings Online]<br />
| [https://lotro-wiki.com/index.php/Patches Update 4] while the latest is [https://lotro-wiki.com/index.php/Patches Update 18]<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on region and instance">Partial context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://minecraft.net Minecraft]<br />
| >= Beta 1.3<br />
| Install the [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272675-1-7-10-mumblelink-forge-smp-lan-mumble-realism dedicated mod]<br />
| Any<br />
| style="background-color:#abf8a1" | Yes ([http://www.minecraftforum.net/topic/217587-164-mod-mumblelink-forge-smp-lan-mumble-realism-directional-voip/#developmentAddons moddable])<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minetest.net/ Minetest]<br />
| [https://github.com/minetest/minetest/issues/1753 >= Patch in development]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/299740 Miscreated]<br />
| >= Patch [http://miscreatedgame.com/news/patch-34 #34]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.gameconnect.net/projects/nucleardawn Nuclear Dawn]<br />
| >= [http://store.steampowered.com/news/9647 6.9]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.openarena.ws Open Arena]<br />
| >= [https://github.com/OpenArena/engine/commit/0ee3960225 commit 0ee3960225]<br />
| Set ''cl_useMumble'' to ''1''<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.quakelive.com Quake Live]<br />
| [http://steamcommunity.com/games/282440/announcements/detail/876328108049672536 1069]<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Map and team">Yes</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://redeclipse.net/ Red Eclipse]<br />
| Any<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.championsofregnum.com Regnum-Online]<br />
| ?<br />
| No<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://rq3.com/ Reaction]<br />
| Any<br />
| Set ''cl_useMumble'' to ''1''<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ethernet.wasted.ch Revenge of the Cats: Ethernet]<br />
| >= prototype 1.6<br />
| No<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.rigsofrods.com Rigs of Rods]<br />
| >= 0.38.20<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.rocketleaguegame.com/ Rocket League]<br />
| [https://rocketleaguegame.com/news/patch-notes-v1-42 1.42]<br />
| No<br />
| Windows, Linux<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://sauerbraten.org/ Sauerbraten]<br />
| >= [http://sauerbraten.org/docs/history.html#_2008_06_17_ctf_edition 2008_06_17_ctf_edition]<br />
| No<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://playstaxel.com/ Staxel]<br />
| Any<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://subrosagame.com Sub Rosa]<br />
| 0.07b<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.teamfortress.com/ Team Fortress 2]<br />
| >= [http://store.steampowered.com/news/9221 1.2.3.5 (01:24:57 Oct 26 2012 (5101))]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://tesseract.gg Tesseract]<br />
| >= First Edition<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://ufoai.org UFO: Alien Invasion]<br />
| >= [https://ufoai.org/wiki/Changelog/2.5 2.5]<br />
| Set ''snd_mumble'' to ''1''<br />
| Any<br />
| style="background-color:#ddffdd" | [https://github.com/ufoai/ufoai/blob/136e4441b489643d378357fbff5666d60bc916ed/src/client/sound/s_mumble.cpp#L86 Context only]<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/13240 Unreal Tournament (UT99)]<br />
| 436<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on server name">Partial context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/13230 Unreal Tournament 2004]<br />
| Build 3369<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/13210 Unreal Tournament 3]<br />
| 2.1<br />
| No<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.unvanquished.net/ Unvanquished]<br />
| Any<br />
| Set ''cl_useMumble'' to ''1''<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/ Warsow]<br />
| >= [http://www.warsow.net/forum/thread/t/191271#post-191271 0.6]<br>Improved >= [http://www.warsow.net/forum/thread/t/206086#post-206086 1.0]<br />
| Set ''cl_mumble'' to ''1''<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.etlegacy.com/ Wolfenstein: Enemy Territory]<br />
| 2.60b<br />
| No<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address, map and team">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://blizzard.com/games/wow World of Warcraft]<br />
| 7.0.3.22810<br />
| No<br />
| Windows<br />
| style="background-color:#abf8a1"| <span title="Context based on Realm's name. Identity: Player's nickname">Yes</span><br />
|}<br />
<br />
=== Supported engines ===<br />
<br />
{|border="0" cellpadding="2" cellspacing="1" style="background:#e2e2e2;" class="sortable"<br />
! Engine<br />
! Version<br />
! Action required<br />
! Platform<br />
! Extended support (Context, identity)<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://ioquake3.org ioquake3]<br />
| >= [https://github.com/ioquake/ioq3/commit/0ee3960225 commit 0ee3960225]<br />
| Set ''cl_useMumble'' to ''1''<br />
| Any<br />
| No<br />
<br />
|-id="Source_Engine" style="background-color:#e8e8ff"<br />
| [http://source.valvesoftware.com Source Engine]<br />
| >= [http://store.steampowered.com/news/9221 ?]<br />
| No<br />
| Any<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Universe, Account type, Account steam3ID, Instance, Team">Yes</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://github.com/yEngine/YEng YEngine Next Generation] (if using Y.mumble)<br />
| >= [https://github.com/yEngine/YEng/commit/b4011706e7 commit b4011706e7]<br />
| No<br />
| Linux<br />
| style="background-color:#abf8a1" | Yes<br />
|}<br />
<br />
== Manual positional audio plugin ==<br />
<br />
[[File:POS-Audio-plugin.jpg|thumb|right|The configuration window of the manual positional audio plugin.]]<br />
In addition to the mentioned plugins, there is a special plugin called ''manual placement plugin''. It does not require a game, instead you can configure the plugin itself to set your own position from which other people in the same channel can hear you.<br />
<br />
'''1''' Set yourself on the canvas from where others should hear you. '''Make sure to choose a position other than 0, 0, 0''' or you won't hear or send positionally.<br />
<br />
'''2''' Set your own orientation where you want your virtual avatar to look at on a 360° Scale.<br />
<br />
'''3''' Set your own azimuth (if you look up or down while you talk).<br />
<br />
'''4''' Set the context of your avatar. Only the people with the same context will hear you positionally.<br />
<br />
'''5''' Set the identity.<br />
<br />
'''6''' Link or unlink the plugin to transfer the settings to the server for processing.<br />
<br />
'''7''' Enable or disable the plugin.<br />
<br />
'''8''' Separate the plugin settings window. This is useful to change the positional audio settings without keeping the Mumble settings window opened.<br />
<br />
'''9''' Reset values for all settings.<br />
<br />
'''10''' Close the window.<br />
<br />
[[Category:Documentation English]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Link&diff=9944Link2017-08-30T16:40:18Z<p>Hiradur: Remove wchar conversion code snippet since it's not in Public Domain (copied from elsewhere). Sorry, my fault.</p>
<hr />
<div>= Linking a game to Mumble =<br />
<br />
If you can change the source code of the game you want to add positional audio support to you can save yourself the trouble of creating your own plugin by using the facilities supplied by the Link plugin.<br />
<br />
All code listed below is of '''public domain''' and can be used, shared or modified freely.<br />
<br />
'''Note:''' Please don't forget to add your game to the list of supported [[games]]. If your game was already supported by a dedicated plugin, update the list and ask [https://github.com/mumble-voip/mumble/issues/new here] to retract it.<br /><br />
You can also ask in the same page to add or update your game in the list, if you don't want to create a Wiki account.<br />
<br />
== Initialization ==<br />
<br />
Somewhere in your game initialization, add these lines of code:<br />
<br />
<syntaxhighlight lang="cpp" line><br />
#ifdef _WIN32<br />
#include <windows.h><br />
#else<br />
#include <sys/mman.h><br />
#include <fcntl.h> /* For O_* constants */<br />
#endif // _WIN32<br />
<br />
<br />
struct LinkedMem {<br />
#ifdef _WIN32<br />
UINT32 uiVersion;<br />
DWORD uiTick;<br />
#else<br />
uint32_t uiVersion;<br />
uint32_t uiTick;<br />
#endif<br />
float fAvatarPosition[3];<br />
float fAvatarFront[3];<br />
float fAvatarTop[3];<br />
wchar_t name[256];<br />
float fCameraPosition[3];<br />
float fCameraFront[3];<br />
float fCameraTop[3];<br />
wchar_t identity[256];<br />
#ifdef _WIN32<br />
UINT32 context_len;<br />
#else<br />
uint32_t context_len;<br />
#endif<br />
unsigned char context[256];<br />
wchar_t description[2048];<br />
};<br />
<br />
LinkedMem *lm = NULL;<br />
<br />
<br />
void initMumble() {<br />
<br />
#ifdef _WIN32<br />
HANDLE hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");<br />
if (hMapObject == NULL)<br />
return;<br />
<br />
lm = (LinkedMem *) MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(LinkedMem));<br />
if (lm == NULL) {<br />
CloseHandle(hMapObject);<br />
hMapObject = NULL;<br />
return;<br />
}<br />
#else<br />
char memname[256];<br />
snprintf(memname, 256, "/MumbleLink.%d", getuid());<br />
<br />
int shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);<br />
<br />
if (shmfd < 0) {<br />
return;<br />
}<br />
<br />
lm = (LinkedMem *)(mmap(NULL, sizeof(struct LinkedMem), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));<br />
<br />
if (lm == (void *)(-1)) {<br />
lm = NULL;<br />
return;<br />
}<br />
#endif<br />
}<br />
</syntaxhighlight><br />
<br />
Then, for each frame, do the following:<br />
<br />
<syntaxhighlight lang="cpp" line><br />
void updateMumble() {<br />
if (! lm)<br />
return;<br />
<br />
if(lm->uiVersion != 2) {<br />
wcsncpy(lm->name, L"TestLink", 256);<br />
wcsncpy(lm->description, L"TestLink is a test of the Link plugin.", 2048);<br />
lm->uiVersion = 2;<br />
}<br />
lm->uiTick++;<br />
<br />
// Left handed coordinate system.<br />
// X positive towards "right".<br />
// Y positive towards "up".<br />
// Z positive towards "front".<br />
//<br />
// 1 unit = 1 meter<br />
<br />
// Unit vector pointing out of the avatar's eyes aka "At"-vector.<br />
lm->fAvatarFront[0] = 0.0f;<br />
lm->fAvatarFront[1] = 0.0f;<br />
lm->fAvatarFront[2] = 1.0f;<br />
<br />
// Unit vector pointing out of the top of the avatar's head aka "Up"-vector (here Top points straight up).<br />
lm->fAvatarTop[0] = 0.0f;<br />
lm->fAvatarTop[1] = 1.0f;<br />
lm->fAvatarTop[2] = 0.0f;<br />
<br />
// Position of the avatar (here standing slightly off the origin)<br />
lm->fAvatarPosition[0] = 0.001f;<br />
lm->fAvatarPosition[1] = 0.0f;<br />
lm->fAvatarPosition[2] = 0.5f;<br />
<br />
// Same as avatar but for the camera.<br />
lm->fCameraPosition[0] = 0.0f;<br />
lm->fCameraPosition[1] = 0.0f;<br />
lm->fCameraPosition[2] = 0.0f;<br />
<br />
lm->fCameraFront[0] = 0.0f;<br />
lm->fCameraFront[1] = 0.0f;<br />
lm->fCameraFront[2] = 1.0f;<br />
<br />
lm->fCameraTop[0] = 0.0f;<br />
lm->fCameraTop[1] = 1.0f;<br />
lm->fCameraTop[2] = 0.0f;<br />
<br />
// Identifier which uniquely identifies a certain player in a context (e.g. the ingame name).<br />
wcsncpy(lm->identity, L"Unique ID", 256);<br />
// Context should be equal for players which should be able to hear each other positional and<br />
// differ for those who shouldn't (e.g. it could contain the server+port and team)<br />
memcpy(lm->context, "ContextBlob\x00\x01\x02\x03\x04", 16);<br />
lm->context_len = 16;<br />
}<br />
</syntaxhighlight><br />
<br />
== Coordinate system ==<br />
Mumble, like most sound systems, uses a left handed coordinate system <sup>([http://msdn.microsoft.com/en-us/library/windows/desktop/bb204853(v=vs.85).aspx see this for a visual representation])</sup>. If you imagine yourself looking over a large empty field; X increases towards your right, Y increases above your head, and Z increases in front of you. In other words, if we place origin in your chest and you stretch your arms out to your sides, your right hand will be (1,0,0), your left hand will be (-1,0,0) and your head will be (0,0.2,0). If you then stretch your arms out in front of you instead, they'll become (0,0,1).<br />
<br />
We need three vectors. First is the position vector. This should be in meters, so you may need to scale it. The reason: If it is not in meters, distance attenuation will be different to the other games/plugins, meaning users will have a bad experience with positional audio (audio configuration is dependant on a common distance measurement).<br />
<br />
The next two vectors are the heading. These should be [https://en.wikipedia.org/wiki/Unit_vector unit vectors (length one)], and should be perpendicular (to one another). The first vector is the front vector, which is simply the direction you are looking at. The second is the top vector, which is an imaginary vector pointing straight out the top of your head. If you do not supply a top vector, Mumble will assume you have a “Y-is-up” coordinate system and that the user can not tilt his head, and then compute the top vector based on that. <br />
<br />
<b>Tip:</b> If your game uses a 3D positional audio API such as OpenAL you may want to take a look at the code where the listener gets updated since these APIs usually require the same vectors.<br />
<br />
== f* variables ==<br />
fAvatarPosition should be the player position in 3D space, to disable the transmission of positional information alongside audio without unlinking the plugin set x,y,z of the tuple to zero. fAvatarTop and fAvatarFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.<br />
<br />
If the camera of your game is not independent of the avatar be sure to copy the avatar values over to the fCameraPosition|Top|Front variables. If the camera moves independent of the avatar these values should contain the position, top- and front-vector of the camera.<br />
<br />
{{Notice|message=Mumble fetches these values 50 times a second, so please update them every frame.}}<br />
<br />
== Context ==<br />
{{Notice|message=The context does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
The context string is used to determine which users on a Mumble server should hear each other positionally. If context between two Mumble users does not match the positional audio the data is stripped server-side and voice will be received as non-positional.<br />
<br />
Accordingly the context should only match for players on the same server in the same game on the same map. Whether to include things like team in this string depends on the game itself. When in doubt err on the side of including less. This gives more flexibility later on.<br />
<br />
== Identity ==<br />
{{Notice|message=The identity does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
Identity should contain a string which uniquely identifies the player in the given context. This is usually satisfied by the in-game player name or the players ID (player-/connection-ID on the server or a global ID).<br />
<br />
Additionally the identity can contain any additional information about the player that might be interesting for the mumble server.<br />
<br />
For example by including team information in the identity a script on the Mumble server can move players into team channels automatically. Additional information like squad number, squad leader status and so on can be used to trigger even more behavior like automatically maintaining a leadership structure inside Mumble which is kept in-sync with in-game state. E.g. someone is elected squad leader and now can whisper to all other squad leaders and the team leader. For an example of such a server-side script see the [https://github.com/mumble-voip/mumo/blob/master/modules/bf2.py Battlefield 2 mumo plugin].<br />
<br />
We recommend using an easily parseable format like JSON or CSV for encoding the information but this is up to the game. Remember that the link structures only allow for 256 characters of identity data.<br />
<br />
[[Category:Documentation English]]<br />
[[Category:Development]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Games&diff=9668Games2016-09-20T10:14:16Z<p>Hiradur: add Reaction, Unvanquished</p>
<hr />
<div><br />
<br /><br />
= Overlay =<br />
Our overlay is not technically game-specific but rendering-engine-specific. Thus it works for all games using supported rendering APIs.<br />
<br />
For more information on the overlay, see [[Overlay|the respective page about the Overlay]].<br />
<br />
= Positional audio =<br />
[[File:Positional_Audio.gif|left|alt=Shows Audiowaves with Postional Audio in cyberspace]]<br />
Please note that Mumble works with all games as a regular voice chat application. Those listed on this page are the games for which we are providing [[Positional-Audio|positional sound]] support, so that the voice of your teammates comes from their direction in game.<br />
<br />
This feature '''can be enabled as follows''':<br />
* 1.) Check "[[Advanced client configuration|Advanced]]" in the ''Configure|Settings'' menu<br />
* 2.) Go to ''Plugins'' and check "Link to Game and Transmit Position"<br />
<br />
If you deselected ''Enable positional audio'' during setup you have to re-enable it in the wizard.<br />
<br />
'''Just because your game says it is a different version from the plugin does not necessarily mean that the plugin will not work.'''<br />
<br />
It is possible that some plugins are outdated in the current release; in that case please check the lists below.<br />
<br />
If there is no update for the plugin, please report it [https://github.com/mumble-voip/mumble/issues here].<br />
<br />
For additional info on what positional audio is and how it works in Mumble, see [[Positional-Audio|here]].<br />
<br />
If you want to add support for a game and you are able to modify the source of this game you can use the [[Link]] plugin. If you cannot modify the source of the game you want to add, [[Pluginguide | this guide]] should help. For an overall look at retrieving positional data from a game, see [[HackPositionalAudio | here]].<br />
<div style="clear:left;"></div><br />
<br />
== Supported games ==<br />
<br />
The following table displays which games positional audio is available for, from which game version on (/for which version), for what platform and if extended support is available.<br />
<br />
Games that provide native positional data via the Link plugin are marked in <span style="background-color:#e8e8ff">blue</span> (that means they won’t get outdated). Outdated plugins are marked in <span style="background-color:#FFFFC0">yellow</span>.<br><br />
''No'' means that the games don't use the extended positional audio features that were introduced with Mumble 1.2. Move the pointer over to see more info about the extended support for a specific plugin (if available).<br />
<br />
'''Note:''' Windows plugins work on Wine!<br />
<br />
{{Warning<br />
|message=Battlefield 4 (x64) and Grand Theft Auto V don't work with Mumble x86, because of the different architectures!<br />
}}<br />
{|border="0" cellpadding="2" cellspacing="1" style="background:#e2e2e2;" class="sortable"<br />
! Game<br />
! Supported game version<br />
! Platform<br />
! Extended support (Context, identity)?<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/17510 Age of Chivalry]<br />
| Build 4104<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://www.arma2.com ArmA 2]<br />
| [http://steamcommunity.com/games/arma2/announcements/detail/1027014441254296137 1.08] while the latest is [http://steamcommunity.com/games/arma2/announcements/detail/1370438673676192803 1.10]<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 2: Operation Arrowhead (Mod)]<br />
| >= 1.60<br />
| Windows<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 3 (Mod)]<br />
| >= 0.5<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-1942 Battlefield 1942]<br />
| 1.61b<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-2 Battlefield 2]<br />
| 1.50<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Team, Squad, Squad Leader, Commander">Yes</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://www.battlefield.com/battlefield-2142 Battlefield 2142]<br />
| [http://largedownloads.ea.com/pub/patches/BF2142/ 1.50] while the latest is [http://largedownloads.ea.com/pub/patches/BF2142/ 1.512]<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield3 Battlefield 3]<br />
| Build 1147186 - End Game DLC<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Team, Squad, Squad Leader">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield4 Battlefield 4]<br />
| 1.7.2.45672<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Host IP address and port, Team, Squad, Squad Leader, Squad State">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefield.com/battlefield-bad-company-2-vietnam Battlefield Bad Company 2]<br />
| Build 795745<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.battlefieldheroes.com Battlefield Heroes]<br />
| ?<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/362890 Black Mesa]<br />
| Any<br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://borderlandsthegame.com Borderlands]<br />
| [http://borderlands.wikia.com/wiki/Patch_1.4.0 1.4.0] while the latest is [http://borderlands.wikia.com/wiki/Patch_1.4.1 1.4.1]<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [http://store.steampowered.com/app/49520 Borderlands 2]<br />
| [http://borderlands.wikia.com/wiki/Patch_1.8.X_(Borderlands_2) 1.8.3] while the latest is [http://borderlands.wikia.com/wiki/Patch_1.8.X_(Borderlands_2) 1.8.4]<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Character name">Identity only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://breachgame.com Breach]<br />
| 1.1.0<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/2630 Call of Duty 2]<br />
| 1.3<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/7940 Call of Duty 4: Modern Warfare]<br />
| 1.7.568<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://steamcommunity.com/app/10190 Call of Duty: Modern Warfare 2 Multiplayer]<br />
| 1.2.208<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/10180 Call of Duty: Modern Warfare 2 Special Ops]<br />
| 1.1<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/10090 Call of Duty: World at War]<br />
| 1.7.1263<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/10 Counter-Strike 1.6]<br />
| 1.6<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/730 Counter-Strike: Global Offensive]<br />
| >= Aug 27 2014 <sup>[http://blog.counter-strike.net/index.php/2014/08/10222/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/240 Counter-Strike: Source]<br />
| >= Feb 5 2013 <sup>[http://store.steampowered.com/news/9893/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.dayofdefeat.com Day of Defeat: Source]<br />
| >= 1.0.0.46 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.dystopia-game.com Dystopia]<br />
| Build 4104<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://steamcommunity.com/app/10000 Enemy Territory: Quake Wars]<br />
| 1.50<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ezquake.sf.net ezQuake]<br />
| >= 2.0 alpha<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#FFFFC0"<br />
| Garry's Mod 11<br />
| Build 5692<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.rockstargames.com/IV Grand Theft Auto IV]<br />
| [https://support.rockstargames.com/hc/en-us/articles/200145406--May-28-2010-Grand-Theft-Auto-IV-Patch-7-Title-Update-v-1-0-7-0-English-1-0-6-1-Russian-1-0-5-2-Japanese 1.0.7.0]<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.rockstargames.com/V Grand Theft Auto V]<br />
| [https://support.rockstargames.com/hc/en-us/articles/222662548-GTAV-Title-Update-1-35-Notes-PS4-Xbox-One-PC 1.35]<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Player nickname, vehicle, location and street">Identity only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.guildwars.com Guild Wars]<br />
| Build 36001<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on location + area">Partial context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.guildwars2.com/ Guild Wars 2]<br />
| >= Build 2/26/13 <sup>[https://forum-en.guildwars2.com/forum/info/news/Game-Update-Notes-February-26-2013 ref][http://wiki.guildwars2.com/wiki/Mumble ref2]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/320/ Half-Life 2: Deathmatch]<br />
| >= 1.0.0.37 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/222880/ Insurgency]<br />
| ?<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/17700 Insurgency: Modern Infantry Combat]<br />
| Build 4044<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://ioquake3.org ioquake3]<br />
| >= [https://github.com/ioquake/ioq3/commit/0ee3960225 commit 0ee3960225]<br />
Need to set ''cl_useMumble'' to ''1''.<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/8190 Just Cause 2]<br />
| 1.0.0.2<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://leagueoflegends.com League of Legends]<br />
| 1.0.0.145<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address and port">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.l4d.com Left 4 Dead]<br />
| Build 4440<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.l4d.com Left 4 Dead 2]<br />
| [http://www.l4d.com/blog/post.php?id=22240 2.1.4.6]<br />
| Windows, Linux<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Host IP address and port, Server name, Map name and Player nickname">Yes</span><br />
<br />
|-style="background-color:#FFFFC0"<br />
| [https://www.lotro.com Lord of the Rings Online]<br />
| [https://lotro-wiki.com/index.php/Patches Update 4] while the latest is [https://lotro-wiki.com/index.php/Patches Update 18]<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on region and instance">Partial context only</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272675-1-7-10-mumblelink-forge-smp-lan-mumble-realism Minecraft Mod]<br />
| >= Beta 1.3<br />
| Any<br />
| style="background-color:#abf8a1" | Yes ([http://www.minecraftforum.net/topic/217587-164-mod-mumblelink-forge-smp-lan-mumble-realism-directional-voip/#developmentAddons moddable])<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minetest.net/ Minetest]<br />
| [https://github.com/minetest/minetest/issues/1753 ext. patch]<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/299740 Miscreated]<br />
| >= Patch #34 <sup>[http://miscreatedgame.com/news/patch-34 ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.gameconnect.net/projects/nucleardawn Nuclear Dawn]<br />
| >= 6.9 <sup>[http://store.steampowered.com/news/9647/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.openarena.ws Open Arena]<br />
| >= [https://github.com/OpenArena/engine/commit/0ee3960225 commit 0ee3960225]<br />
Need to set ''cl_useMumble'' to ''1''.<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.quakelive.com Quake Live]<br />
| [http://steamcommunity.com/games/282440/announcements/detail/876328108049672536 1069]<br />
| Windows<br />
| style="background-color:#abf8a1" | <span title="Context based on host IP address and port. Identity: Map and team">Yes</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://redeclipse.net/ Red Eclipse]<br />
| Any<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.championsofregnum.com Regnum-Online]<br />
| ?<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://rq3.com/ Reaction]<br />
| Any<br />
Need to set ''cl_useMumble'' to ''1''.<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ethernet.wasted.ch Revenge of the Cats: Ethernet]<br />
| >= prototype 1.6<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.rigsofrods.com Rigs of Rods]<br />
| >= 0.38.20<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.rocketleaguegame.com/ Rocket League]<br />
| [http://www.rocketleaguegame.com/news/2016/09/september-12th-hotfix-rumble-update 1.23]<br />
| Windows, Linux<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://sauerbraten.org/ Sauerbraten]<br />
| >= 2008_06_17_ctf_edition<sup>[http://sauerbraten.org/docs/history.html ref]</sup><br />
| Any<br />
| No<br />
<br />
|-id="Source_Engine" style="background-color:#e8e8ff"<br />
| Source Engine ([http://www.teamfortress.com/ TF2], DOD:S, HL2:DM, BMS)<br />
| >= ?<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | <span title="Context based on Server ID. Identity: Universe, Account type, Account steam3ID, Instance, Team">Yes</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://www.startrekonline.com Star Trek Online]<br />
| ST.0.20100208b.4<br />
| Windows<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://playstaxel.com/ Staxel]<br />
| Any<br />
| Windows<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://subrosagame.com Sub Rosa]<br />
| 0.07b<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.teamfortress.com/ Team Fortress 2]<br />
| >= 1.2.3.5 (01:24:57 Oct 26 2012 (5101))<br />
<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | [[#Source_Engine|<span title='See "Source Engine"'>Yes</span>]]<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://tesseract.gg Tesseract]<br />
| >= First Edition<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/13240 Unreal Tournament (UT99)]<br />
| 436<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on server name">Partial context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/13230 Unreal Tournament 2004]<br />
| Build 3369<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://store.steampowered.com/app/13210 Unreal Tournament 3]<br />
| 2.1<br />
| Windows<br />
| No<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.unvanquished.net/ Unvanquished]<br />
| Any<br />
Need to set ''cl_useMumble'' to ''1''.<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/ Warsow]<br />
| >= [http://www.warsow.net/forum/thread/t/191271#post-191271 0.6]<br>Improved >= [http://www.warsow.net/forum/thread/t/206086#post-206086 1.0]<br />
Need to set ''cl_mumble'' to ''1''.<br />
| Any<br />
| No<br />
<br />
|-style="background-color:#f8f8ff"<br />
| [https://www.etlegacy.com/ Wolfenstein: Enemy Territory]<br />
| 2.60b<br />
| Windows<br />
| style="background-color:#ddffdd" | <span title="Based on host IP address, map and team">Context only</span><br />
<br />
|-style="background-color:#f8f8ff"<br />
| [http://blizzard.com/games/wow World of Warcraft]<br />
| 7.0.3.22566<br />
| Windows<br />
| style="background-color:#abf8a1"| <span title="Context based on Realm's name. Identity: Player's nickname">Yes</span><br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://github.com/yEngine/YEng YEngine Next Generation] (if using Y.mumble)<br />
| >= [https://github.com/yEngine/YEng/commit/b4011706e7 commit b4011706e7]<br />
| Linux<br />
| style="background-color:#abf8a1" | Yes<br />
|}<br />
<br />
== Manual positional audio plugin ==<br />
<br />
[[File:POS-Audio-plugin.jpg|thumb|right|The configuration window of the manual positional audio plugin.]]<br />
In addition to the mentioned plugins, there is a special plugin called ''manual placement plugin''. It does not require a game, instead you can configure the plugin itself to set your own position from which other people in the same channel can hear you.<br />
<br />
'''1''' Set yourself on the canvas from where others should hear you. '''Make sure to choose a position other than 0, 0, 0''' or you won't hear or send positionally.<br />
<br />
'''2''' Set your own orientation where you want your virtual avatar to look at on a 360° Scale.<br />
<br />
'''3''' Set your own azimuth (if you look up or down while you talk).<br />
<br />
'''4''' Set the context of your avatar. Only the people with the same context will hear you positionally.<br />
<br />
'''5''' Set the identity.<br />
<br />
'''6''' Link or unlink the plugin to transfer the settings to the server for processing.<br />
<br />
'''7''' Enable or disable the plugin.<br />
<br />
'''8''' Separate the plugin settings window. This is useful to change the positional audio settings without keeping the Mumble settings window opened.<br />
<br />
'''9''' Reset values for all settings.<br />
<br />
'''10''' Close the window.<br />
<br />
[[Category:Documentation English]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Games&diff=9249Games2016-03-19T19:51:44Z<p>Hiradur: add Open Arena</p>
<hr />
<div>= Overlay =<br />
Our overlay is not technically game-specific but rendering-engine-specific. Thus it works for all games using supported rendering APIs.<br />
<br />
For more information on the overlay, see [[Overlay|the respective page about the Overlay]].<br />
<br />
= Positional audio =<br />
[[File:Positional_Audio.gif|left|alt=Shows Audiowaves with Postional Audio in cyberspace]]<br />
Please note that Mumble works with all games as a regular voice chat application. Those listed on this page are the games for which we are providing [[Positional-Audio|positional sound]] support, so that the voice of your teammates comes from their direction in game.<br />
<br />
This feature '''can be enabled as follows''':<br />
* 1.) Check "[[Advanced client configuration|Advanced]]" in the ''Configure|Settings'' menu<br />
* 2.) Go to ''Plugins'' and check "Link to Game and Transmit Position"<br />
<br />
If you deselected ''Enable positional audio'' during setup you have to re-enable it in the wizard.<br />
<br />
'''Just because your game says it is a different version from the plugin does not necessarily mean that the plugin will not work.'''<br />
<br />
It is possible that some plugins are outdated in the current release; in that case please check the lists below.<br />
<br />
If there is no update for the plugin, please [http://sourceforge.net/tracker/?atid=768005&group_id=147372&func=browse report a bug here].<br />
<br />
For additional info on what positional audio is and how it works in Mumble, see --> [[Positional-Audio|here]]<br />
<br />
If you want to add support for a game and you are able to modify the source of this game you can use the [[Link]] plugin. If you cannot modify the source of the game you want to add, [[Pluginguide | this guide]] should help. For an overall look at retrieving positional data from a game, see [[HackPositionalAudio | here]].<br />
<div style="clear:left;"></div><br />
<br />
== Supported Games ==<br />
<br />
The following table displays which games positional audio is available for, and from which game version on (/for which version).<br />
<br />
Games that provide native positional data via the link plugin are marked in <span style="background-color:#e8e8ff">blue</span> (that means they won’t get outdated). ''Basic support'' means that the games don't use the extended positional audio features that were introduced with Mumble 1.2.<br />
<br />
{|border="0" cellpadding="2" cellspacing="1" style="background:#e2e2e2;" class="sortable"<br />
! Game<br />
! Supported Game Version<br />
! Platform<br />
! Extended Support (Context, Identity)?<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Age of Chivalry<br />
| Build 4104<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Armed Assault 2<br />
| 1.08<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 2: Operation Arrowhead Mod]<br />
| >= 1.60<br />
| Win<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 3 Mod]<br />
| >= 0.5<br />
| Win<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 1942<br />
| 1.61b<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 2<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 2142<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 3<br />
| Build v944019<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield Bad Company 2<br />
| Build 795745<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield Heroes<br />
| ??<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Borderlands<br />
| 1.40<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Breach<br />
| 1.1.0<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty 2<br />
| 1.3<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty 4: Modern Warfare<br />
| 1.7.568<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty: World at War<br />
| 1.7.1263<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty: Modern Warfare 2<br />
Multiplayer + Special Ops<br />
| 1.1<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Counter-Strike 1.6<br />
| 1.6<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/240/ Counter-Strike: Source]<br />
| >= Feb 5 2013 <sup>[http://store.steampowered.com/news/9893/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/730/ Counter-Strike: Global Offensive]<br />
| >= Aug 27 2014 <sup>[http://blog.counter-strike.net/index.php/2014/08/10222/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.dayofdefeat.com/ Day of Defeat: Source]<br />
| >= 1.0.0.46 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Dystopia<br />
| Build 4104<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Enemy Territory: Quake Wars<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ethernet.wasted.ch Revenge of the Cats: Ethernet]<br />
| >= prototype 1.6<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ezquake.sf.net ezQuake]<br />
| 2.0 alpha<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Garry's Mod 11<br />
| Build 4426<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Grand Theft Auto IV<br />
| 1.0.7.0<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Guild Wars<br />
| ??<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.guildwars2.com/ Guild Wars 2]<br />
| >= Build 2/26/13 <sup>[https://forum-en.guildwars2.com/forum/info/news/Game-Update-Notes-February-26-2013 ref][http://wiki.guildwars2.com/wiki/Mumble ref2]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/320/ Half-Life 2: Deathmatch]<br />
| >= 1.0.0.37 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/222880/ Insurgency]<br />
| ?<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Insurgency: Modern Infantry Combat<br />
| Build 4044<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| ioquake3<br />
| ?<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272675-1-7-10-mumblelink-forge-smp-lan-mumble-realism Minecraft Mod]<br />
| >= Beta 1.3<br />
| Any<br />
| style="background-color:#abf8a1" | Yes ([http://www.minecraftforum.net/topic/217587-164-mod-mumblelink-forge-smp-lan-mumble-realism-directional-voip/#developmentAddons moddable])<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minetest.net/ Minetest]<br />
| [https://github.com/minetest/minetest/issues/1753 ext. patch]<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Left 4 Dead<br />
| Build 4440<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Left 4 Dead 2<br />
| Build 4777<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Link<br />
| 1.2.0<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| League of Legends<br />
| 1.0.0.139<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Lord of the Rings Online<br />
| Update 6<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Nuclear Dawn<br />
| >= 6.9 <sup>[http://store.steampowered.com/news/9647/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Open Arena<br />
| ?<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Planetside 2<br />
| [https://forums.daybreakgames.com/ps2/index.php?threads/mumble-positional-audio-plugin-is-it-legal.55329/#post-781933 ext. Download]<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://redeclipse.net/ Red Eclipse]<br />
| Any<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Regnum-Online<br />
| ?<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.rigsofrods.com Rigs of Rods]<br />
| >= 0.38.20<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://sauerbraten.org/ Sauerbraten]<br />
| >= 2008_06_17_ctf_edition<sup>[http://sauerbraten.org/docs/history.html ref]</sup><br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Source Engine ([http://www.teamfortress.com/ TF2], DOD:S, HL2:DM)<br />
| >= ?<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Sub Rosa<br />
| 0.07b<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Star Trek Online<br />
| ST.0.20100208b.4<br />
| Win32<br />
<br />
| style="background-color:#abf8a1" | Yes<br />
|-style="background-color:#f8f8ff"<br />
| [http://playstaxel.com/ Staxel]<br />
| Any<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.teamfortress.com/ Team Fortress 2]<br />
| >= 1.2.3.5 (01:24:57 Oct 26 2012 (5101))<br />
<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://tesseract.gg Tesseract]<br />
| >= First Edition<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament 2004<br />
| Build 3369<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament (UT99)<br />
| ??<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament 3<br />
| 2.1<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/ Warsow]<br />
| >= 0.6 <sup>[http://www.warsow.net/forum/thread/t/191271#post-191271 ref (0.6 changelog)]</sup><br/>Improved >= 1.0 <sup>[http://www.warsow.net/forum/thread/t/206086#post-206086 ref]</sup><br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/forum/thread/t/158000#post-158000 Warsow Mumble Mod]<br />
| Any<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Wolfenstein: Enemy Territory<br />
| 2.60b<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| World of Warcraft<br />
| 4.2.2<br />
| Win32<br />
| style="background-color:#dff5e3"| Outdated<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://github.com/yEngine/YEng YEngine Next Generation] (if using Y.mumble)<br />
| >=commit b4011706e7<br />
| Lin64<br />
| style="background-color:#abf8a1" | Yes<br />
|}<br />
<br />
"Outdated" plugins are plugins that work only for the "Supported" version mentioned, most plugins continue to work even with non-matching "Game" & "Supported" versions.<br />
<br />
== Manual Positional Audio Plugin ==<br />
<br />
[[File:POS-Audio-plugin.jpg|thumb|right|the config page of the manual postitonal audio plugin]]<br />
In addition to the mentioned plugins, there is a special plugin called ''manual placement plugin''. It does not require a game. Instead you can configure the plugin itself to set your own position from which other people in the same channel can hear you.<br />
<br />
'''1''' set yourself on the canvas from where others should hear you. '''Make sure to choose a position other than X;Y;Z 0;0;0''' or you won't hear or send positionally.<br />
<br />
'''2''' set your own orientation where you want your virtual avatar to look at on a 360° Scale<br />
<br />
'''3''' set your own azimuth (if you look up or down while you talk)<br />
<br />
'''4''' and '''5''' set the context and identity of your avatar only the people with the same context will hear you positionally.<br />
<br />
'''6''' Link or Unlink the plugin to Mumble so the settings are transfers to the server for processing<br />
<br />
'''7''' Activate or Deactivate the Plugin<br />
<br />
'''8''' Unhinge the settings window so it stays open even with the configuration settings Page closed therefore you can still change the positional audio settings without keeping the overall mumble settings open.<br />
<br />
'''9''' set standard values for all settings<br />
<br />
'''10''' close the page<br />
<br />
[[Category:Documentation English]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Games&diff=9171Games2015-12-06T17:31:43Z<p>Hiradur: added Planetside 2 DL link, marked Nuclear Dawn for native support</p>
<hr />
<div>= Overlay =<br />
Our overlay is not technically game-specific but rendering-engine-specific. Thus it works for all games using supported rendering APIs.<br />
<br />
For more information on the overlay, see [[Overlay|the respective page about the Overlay]].<br />
<br />
= Positional audio =<br />
[[File:Positional_Audio.gif|left|alt=Shows Audiowaves with Postional Audio in cyberspace]]<br />
Please note that Mumble works with all games as a regular voice chat application. Those listed on this page are the games for which we are providing [[Positional-Audio|positional sound]] support, so that the voice of your teammates comes from their direction in game.<br />
<br />
This feature '''can be enabled as follows''':<br />
* 1.) Check "[[Advanced client configuration|Advanced]]" in the ''Configure|Settings'' menu<br />
* 2.) Go to ''Plugins'' and check "Link to Game and Transmit Position"<br />
<br />
If you deselected ''Enable positional audio'' during setup you have to re-enable it in the wizard.<br />
<br />
'''Just because your game says it is a different version from the plugin does not necessarily mean that the plugin will not work.'''<br />
<br />
It is possible that some plugins are outdated in the current release; in that case please check the lists below.<br />
<br />
If there is no update for the plugin, please [http://sourceforge.net/tracker/?atid=768005&group_id=147372&func=browse report a bug here].<br />
<br />
For additional info on what positional audio is and how it works in Mumble, see --> [[Positional-Audio|here]]<br />
<br />
If you want to add support for a game and you are able to modify the source of this game you can use the [[Link]] plugin. If you cannot modify the source of the game you want to add, [[Pluginguide | this guide]] should help. For an overall look at retrieving positional data from a game, see [[HackPositionalAudio | here]].<br />
<div style="clear:left;"></div><br />
<br />
== Supported Games ==<br />
<br />
The following table displays which games positional audio is available for, and from which game version on (/for which version).<br />
<br />
Games that provide native positional data via the link plugin are marked in <span style="background-color:#e8e8ff">blue</span> (that means they won’t get outdated). ''Basic support'' means that the games don't use the extended positional audio features that were introduced with Mumble 1.2.<br />
<br />
{|border="0" cellpadding="2" cellspacing="1" style="background:#e2e2e2;" class="sortable"<br />
! Game<br />
! Supported Game Version<br />
! Platform<br />
! Extended Support (Context, Identity)?<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Age of Chivalry<br />
| Build 4104<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Armed Assault 2<br />
| 1.08<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 2: Operation Arrowhead Mod]<br />
| >= 1.60<br />
| Win<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 3 Mod]<br />
| >= 0.5<br />
| Win<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 1942<br />
| 1.61b<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 2<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 2142<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 3<br />
| Build v944019<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield Bad Company 2<br />
| Build 795745<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield Heroes<br />
| ??<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Borderlands<br />
| 1.40<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Breach<br />
| 1.1.0<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty 2<br />
| 1.3<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty 4: Modern Warfare<br />
| 1.7.568<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty: World at War<br />
| 1.7.1263<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty: Modern Warfare 2<br />
Multiplayer + Special Ops<br />
| 1.1<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Counter-Strike 1.6<br />
| 1.6<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/240/ Counter-Strike: Source]<br />
| >= Feb 5 2013 <sup>[http://store.steampowered.com/news/9893/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/730/ Counter-Strike: Global Offensive]<br />
| >= Aug 27 2014 <sup>[http://blog.counter-strike.net/index.php/2014/08/10222/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.dayofdefeat.com/ Day of Defeat: Source]<br />
| >= 1.0.0.46 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Dystopia<br />
| Build 4104<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Enemy Territory: Quake Wars<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ethernet.wasted.ch Revenge of the Cats: Ethernet]<br />
| >= prototype 1.6<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ezquake.sf.net ezQuake]<br />
| 2.0 alpha<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Garry's Mod 11<br />
| Build 4426<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Grand Theft Auto IV<br />
| 1.0.7.0<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Guild Wars<br />
| ??<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.guildwars2.com/ Guild Wars 2]<br />
| >= Build 2/26/13 <sup>[https://forum-en.guildwars2.com/forum/info/news/Game-Update-Notes-February-26-2013 ref][http://wiki.guildwars2.com/wiki/Mumble ref2]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/320/ Half-Life 2: Deathmatch]<br />
| >= 1.0.0.37 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/222880/ Insurgency]<br />
| ?<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Insurgency: Modern Infantry Combat<br />
| Build 4044<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| ioquake3<br />
| ?<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272675-1-7-10-mumblelink-forge-smp-lan-mumble-realism Minecraft Mod]<br />
| >= Beta 1.3<br />
| Any<br />
| style="background-color:#abf8a1" | Yes ([http://www.minecraftforum.net/topic/217587-164-mod-mumblelink-forge-smp-lan-mumble-realism-directional-voip/#developmentAddons moddable])<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minetest.net/ Minetest]<br />
| [https://github.com/minetest/minetest/issues/1753 ext. patch]<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Left 4 Dead<br />
| Build 4440<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Left 4 Dead 2<br />
| Build 4777<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Link<br />
| 1.2.0<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| League of Legends<br />
| 1.0.0.139<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Lord of the Rings Online<br />
| Update 6<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Nuclear Dawn<br />
| >= 6.9 <sup>[http://store.steampowered.com/news/9647/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Planetside 2<br />
| [https://forums.daybreakgames.com/ps2/index.php?threads/mumble-positional-audio-plugin-is-it-legal.55329/#post-781933 ext. Download]<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://redeclipse.net/ Red Eclipse]<br />
| Any<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Regnum-Online<br />
| ?<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.rigsofrods.com Rigs of Rods]<br />
| >= 0.38.20<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://sauerbraten.org/ Sauerbraten]<br />
| >= 2008_06_17_ctf_edition<sup>[http://sauerbraten.org/docs/history.html ref]</sup><br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Source Engine ([http://www.teamfortress.com/ TF2], DOD:S, HL2:DM)<br />
| >= ?<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Sub Rosa<br />
| 0.07b<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Star Trek Online<br />
| ST.0.20100208b.4<br />
| Win32<br />
<br />
| style="background-color:#abf8a1" | Yes<br />
|-style="background-color:#f8f8ff"<br />
| [http://playstaxel.com/ Staxel]<br />
| Any<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.teamfortress.com/ Team Fortress 2]<br />
| >= 1.2.3.5 (01:24:57 Oct 26 2012 (5101))<br />
<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://tesseract.gg Tesseract]<br />
| >= First Edition<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament 2004<br />
| Build 3369<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament (UT99)<br />
| ??<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament 3<br />
| 2.1<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/ Warsow]<br />
| >= 0.6 <sup>[http://www.warsow.net/forum/thread/t/191271#post-191271 ref (0.6 changelog)]</sup><br/>Improved >= 1.0 <sup>[http://www.warsow.net/forum/thread/t/206086#post-206086 ref]</sup><br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/forum/thread/t/158000#post-158000 Warsow Mumble Mod]<br />
| Any<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Wolfenstein: Enemy Territory<br />
| 2.60b<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| World of Warcraft<br />
| 4.2.2<br />
| Win32<br />
| style="background-color:#dff5e3"| Outdated<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://github.com/yEngine/YEng YEngine Next Generation] (if using Y.mumble)<br />
| >=commit b4011706e7<br />
| Lin64<br />
| style="background-color:#abf8a1" | Yes<br />
|}<br />
<br />
"Outdated" plugins are plugins that work only for the "Supported" version mentioned, most plugins continue to work even with non-matching "Game" & "Supported" versions.<br />
<br />
== Manual Positional Audio Plugin ==<br />
<br />
[[File:POS-Audio-plugin.jpg|thumb|right|the config page of the manual postitonal audio plugin]]<br />
In addition to the mentioned plugins, there is a special plugin called ''manual placement plugin''. It does not require a game. Instead you can configure the plugin itself to set your own position from which other people in the same channel can hear you.<br />
<br />
'''1''' set yourself on the canvas from where others should hear you. '''Make sure to choose a position other than X;Y;Z 0;0;0''' or you won't hear or send positionally.<br />
<br />
'''2''' set your own orientation where you want your virtual avatar to look at on a 360° Scale<br />
<br />
'''3''' set your own azimuth (if you look up or down while you talk)<br />
<br />
'''4''' and '''5''' set the context and identity of your avatar only the people with the same context will hear you positionally.<br />
<br />
'''6''' Link or Unlink the plugin to Mumble so the settings are transfers to the server for processing<br />
<br />
'''7''' Activate or Deactivate the Plugin<br />
<br />
'''8''' Unhinge the settings window so it stays open even with the configuration settings Page closed therefore you can still change the positional audio settings without keeping the overall mumble settings open.<br />
<br />
'''9''' set standard values for all settings<br />
<br />
'''10''' close the page<br />
<br />
[[Category:Documentation English]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Link&diff=9156Link2015-11-30T15:23:09Z<p>Hiradur: added required headers</p>
<hr />
<div>= Linking a game to Mumble =<br />
<br />
If you can change the source code of the game you want to add positional audio support to you can save yourself the trouble of creating your own plugin by using the facilities supplied by the link plugin.<br />
<br />
All code listed below is in the '''public domain''' and can be used, shared or modified freely.<br />
<br />
'''Note:''' Please don't forget to add your game to the list of link plugin supported [[games]].<br />
<br />
== Initialization ==<br />
<br />
Somewhere in your game initalization, add these lines of code:<br />
<br />
<pre><br />
#ifdef _WIN32<br />
#include <windows.h><br />
#else<br />
#include <sys/mman.h><br />
#include <fcntl.h> /* For O_* constants */<br />
#endif // _WIN32<br />
<br />
<br />
struct LinkedMem {<br />
#ifdef _WIN32<br />
UINT32 uiVersion;<br />
DWORD uiTick;<br />
#else<br />
uint32_t uiVersion;<br />
uint32_t uiTick;<br />
#endif<br />
float fAvatarPosition[3];<br />
float fAvatarFront[3];<br />
float fAvatarTop[3];<br />
wchar_t name[256];<br />
float fCameraPosition[3];<br />
float fCameraFront[3];<br />
float fCameraTop[3];<br />
wchar_t identity[256];<br />
#ifdef _WIN32<br />
UINT32 context_len;<br />
#else<br />
uint32_t context_len;<br />
#endif<br />
unsigned char context[256];<br />
wchar_t description[2048];<br />
};<br />
<br />
LinkedMem *lm = NULL;<br />
<br />
<br />
void initMumble() {<br />
<br />
#ifdef _WIN32<br />
HANDLE hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");<br />
if (hMapObject == NULL)<br />
return;<br />
<br />
lm = (LinkedMem *) MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(LinkedMem));<br />
if (lm == NULL) {<br />
CloseHandle(hMapObject);<br />
hMapObject = NULL;<br />
return;<br />
}<br />
#else<br />
char memname[256];<br />
snprintf(memname, 256, "/MumbleLink.%d", getuid());<br />
<br />
int shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);<br />
<br />
if (shmfd < 0) {<br />
return;<br />
}<br />
<br />
lm = (LinkedMem *)(mmap(NULL, sizeof(struct LinkedMem), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));<br />
<br />
if (lm == (void *)(-1)) {<br />
lm = NULL;<br />
return;<br />
}<br />
#endif<br />
}<br />
</pre><br />
<br />
Then, for each frame, do the following:<br />
<br />
<pre><br />
void updateMumble() {<br />
if (! lm)<br />
return;<br />
<br />
if(lm->uiVersion != 2) {<br />
wcsncpy(lm->name, L"TestLink", 256);<br />
wcsncpy(lm->description, L"TestLink is a test of the Link plugin.", 2048);<br />
lm->uiVersion = 2;<br />
}<br />
lm->uiTick++;<br />
<br />
// Left handed coordinate system.<br />
// X positive towards "right".<br />
// Y positive towards "up".<br />
// Z positive towards "front".<br />
//<br />
// 1 unit = 1 meter<br />
<br />
// Unit vector pointing out of the avatar's eyes aka "At"-vector.<br />
lm->fAvatarFront[0] = 0.0f;<br />
lm->fAvatarFront[1] = 0.0f;<br />
lm->fAvatarFront[2] = 1.0f;<br />
<br />
// Unit vector pointing out of the top of the avatar's head aka "Up"-vector (here Top points straight up).<br />
lm->fAvatarTop[0] = 0.0f;<br />
lm->fAvatarTop[1] = 1.0f;<br />
lm->fAvatarTop[2] = 0.0f;<br />
<br />
// Position of the avatar (here standing slightly off the origin)<br />
lm->fAvatarPosition[0] = 0.001f;<br />
lm->fAvatarPosition[1] = 0.0f;<br />
lm->fAvatarPosition[2] = 0.5f;<br />
<br />
// Same as avatar but for the camera.<br />
lm->fCameraPosition[0] = 0.0f;<br />
lm->fCameraPosition[1] = 0.0f;<br />
lm->fCameraPosition[2] = 0.0f;<br />
<br />
lm->fCameraFront[0] = 0.0f;<br />
lm->fCameraFront[1] = 0.0f;<br />
lm->fCameraFront[2] = 1.0f;<br />
<br />
lm->fCameraTop[0] = 0.0f;<br />
lm->fCameraTop[1] = 1.0f;<br />
lm->fCameraTop[2] = 0.0f;<br />
<br />
// Identifier which uniquely identifies a certain player in a context (e.g. the ingame name).<br />
wcsncpy(lm->identity, L"Unique ID", 256);<br />
// Context should be equal for players which should be able to hear each other positional and<br />
// differ for those who shouldn't (e.g. it could contain the server+port and team)<br />
memcpy(lm->context, "ContextBlob\x00\x01\x02\x03\x04", 16);<br />
lm->context_len = 16;<br />
}<br />
</pre><br />
<br />
== Coordinate system ==<br />
Mumble, like most sound systems, uses a left handed coordinate system <sup>([http://msdn.microsoft.com/en-us/library/windows/desktop/bb204853(v=vs.85).aspx see this for a visual representation])</sup>. If you imagine yourself looking over a large empty field; X increases towards your right, Y increases above your head, and Z increases in front of you. In other words, if we place origin in your chest and you stretch your arms out to your sides, your right hand will be (1,0,0), your left hand will be (-1,0,0) and your head will be (0,0.2,0). If you then stretch your arms out in front of you instead, they'll become (0,0,1).<br />
<br />
We need three vectors. First is the position vector. This should be in meters, so you may need to scale it. The reason: If it is not in meters, distance attenuation will be different to the other games/plugins, meaning users will have a bad experience with positional audio (audio configuration is dependant on a common distance measurement).<br />
<br />
The next two vectors are the heading. These should be [https://en.wikipedia.org/wiki/Unit_vector unit vectors (length one)], and should be perpendicular (to one another). The first vector is the front vector, which is simply the direction you are looking at. The second is the top vector, which is an imaginary vector pointing straight out the top of your head. If you do not supply a top vector, Mumble will assume you have a “Y-is-up” coordinate system and that the user can not tilt his head, and then compute the top vector based on that. <br />
<br />
<b>Tip:</b> If your game uses a 3D positional audio API such as OpenAL you may want to take a look at the code where the listener gets updated since these APIs usually require the same vectors.<br />
<br />
== f* variables ==<br />
fAvatarPosition should be the player position in 3D space, to disable the transmission of positional information alongside audio without unlinking the plugin set x,y,z of the tuple to zero. fAvatarTop and fAvatarFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.<br />
<br />
If the camera of your game is not independent of the avatar be sure to copy the avatar values over to the fCameraPosition|Top|Front variables. If the camera moves independent of the avatar these values should contain the position, top- and front-vector of the camera.<br />
<br />
{{Notice|message=Mumble fetches these values 50 times a second, so please update them every frame.}}<br />
<br />
== Context ==<br />
{{Notice|message=The context does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
The context string is used to determine which users on a Mumble server should hear each other positionally. If context between two Mumble users does not match the positional audio the data is stripped server-side and voice will be received as non-positional.<br />
<br />
Accordingly the context should only match for players on the same server in the same game on the same map. Whether to include things like team in this string depends on the game itself. When in doubt err on the side of including less. This gives more flexibility later on.<br />
<br />
== Identity ==<br />
{{Notice|message=The identity does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
Identity should contain a string which uniquely identifies the player in the given context. This is usually satisfied by the in-game player name or the players ID (player-/connection-ID on the server or a global ID).<br />
<br />
Additionally the identity can contain any additional information about the player that might be interesting for the mumble server.<br />
<br />
For example by including team information in the identity a script on the Mumble server can move players into team channels automatically. Additional information like squad number, squad leader status and so on can be used to trigger even more behavior like automatically maintaining a leadership structure inside Mumble which is kept in-sync with in-game state. E.g. someone is elected squad leader and now can whisper to all other squad leaders and the team leader. For an example of such a server-side script see the [https://github.com/mumble-voip/mumo/blob/master/modules/bf2.py Battlefield 2 mumo plugin].<br />
<br />
We recommend using an easily parseable format like JSON or CSV for encoding the information but this is up to the game. Remember that the link structures only allow for 256 characters of identity data.<br />
<br />
<b>Tip:</b> If identity is a regular string (not wide char) you have to convert it, e.g. like this: <br />
<pre><br />
std::string playername = client->getEnv().getLocalPlayer()->getName();<br />
std::wstring wplayername;<br />
wplayername.assign(playername.begin(), playername.end());<br />
wcsncpy(mumblelm->identity, wplayername.c_str(), 256);<br />
</pre><br />
<br />
[[Category:Documentation English]]<br />
[[Category:Development]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Projects&diff=9155Projects2015-11-29T15:38:57Z<p>Hiradur: oops, added that info to the wrong section</p>
<hr />
<div>These are medium-sized Mumble projects that we've though about, and which would be really beneficial to have, but which we so far have just barely scratched the surface of. These are medium to large projects, something which will take several weeks to implement.<br />
<br />
__TOC__<br />
<br />
== GSoC 2010 ==<br />
<br />
If you're reading this page as part of GSoC 2010, be aware that your application should include:<br />
<br />
* ''Identity:'' Name and email address<br />
* ''Backup contact:'' Telephone number (in case email fails)<br />
* ''Username:'' sf.net username<br />
* ''Bio:'' A short bio of who you are, including formal education<br />
* ''Published code:'' If you have already published any open source code, please include links<br />
* ''Availability:'' Your timeschedule for the summer, including vacations and breaks. When do you expect to start and when do you expect to finish?<br />
* ''Detailed description of the project you wish to do.''<br />
<br />
The list below happens to be ideas we think are cool, and that we would like to see implemented sooner or later. You might have an idea that is even cooler, so please contact us if you have an idea you want to work on that isn't listed on this page :)<br />
<br />
= Shared surface overlay =<br />
<br />
Skills: C++, Low level Windows graphics, Windows Kernel.<br />
<br />
Mumble's overlay currently renders the overlay in the Mumble process with the CPU in a shared memory segment, then signals the in-game injected overlay to update its full screen texture. This is resource-intensive. On OSX, you can share surfaces, and on Linux you can share contexts, which allows you to render-to-texture the overlay, and then have the in-game overlay use that rendered texture without any memory transfer. On Windows, in Vista/Win7, you have DXGI Shared Surfaces.<br />
<br />
The focus of this project is twofold. First, get DXGI Shared Surfaces working. Ideally we'd like to render with OpenGL in the Mumble process, and have the resulting surface be used both in OpenGL and Direct3D applications.<br />
<br />
Second, have a peek at moving the overlay into the driver layer, either as part of the userspace graphics driver or in the kernel. Right now the overlay is rendered by patching the running processes, which works most of the time, but also causes problems with some anti-cheat utilities and does not deal with faulty applications very well.<br />
<br />
= HRTF =<br />
<br />
Skills: C++, Signal Processing, some Qt GUI<br />
<br />
A lot of work has been done on HRTF research, and we'd like to use it in Mumble. Positional audio already works well, but nowhere near as well as it could with proper HRTF applied. The focus here will be on headphone based HRTF, as there is no way to guarnatee speaker placement for users. This project consists of three separate tasks.<br />
<br />
First, find a way to apply HRTFs to the current audio engine with minimal latency increase.<br />
<br />
Second, find a way to smoothly interpolate the HRTFs as audio sources and listeners move around.<br />
<br />
Third, create a simple wizard to guide the user to choosing the correct HRTF for his/her ears.<br />
<br />
<b>Tip:</b> The FOSS audio library "OpenAL Soft" provides HRTF and may be worth to look at for inspiration.<br />
<br />
= Automatic network diagnostics =<br />
<br />
Skills: C++, Low level IP, Qt Networking, some Qt GUI<br />
<br />
Mumble uses QoS by marking IP packets with Type of Service, which (in theory) gives it higher presedence than other traffic. Quite a few ISPs these days offer VoIP telephony to their customers, meaning they also give them home routers that support QoS. The problem is that quite a lot of routers do not support QoS, and some have broken support for it, either crashing when receiving packets with ToS bits set, dropping the packets or mangling the header without recomputing the checksum. Some servers being hosted behind buggy firewalls or incomplete VM implementations also suffer from this problem.<br />
<br />
We'd like to add some automated testing to both the server and client. By trying to send and receive packets with and without QoS from a "known good" server, the client and server can individually find out what their QoS support is like. Both the method of querying and the "known good" server need to be implemented, and has to scale to several hundred thousand simultaneous users.<br />
<br />
= Jitter Buffer for Home Networks =<br />
<br />
Skills: C/C++, Math and Algorithm design, Patience<br />
<br />
In an ideal world, every packet sent on a network reaches it target, and does so in deterministic time. In reality, streams of packets are frequently delayed, clustered together, have packets dropped or the order of packets reversed and so on. The classic solution to this, used by streamed non-interactive media, is to buffer data for long enough that any late packets arrive. For a low-latency solution, you need to adaptively keep your buffer as short as possible (we prefer less than 20 ms) yet maintain a low probability that packets arrive late or not at all. Mumble currently uses the SpeexDSP jitter buffer, but when switching to 10 ms packets, it isn't quite able to adapt quickly enough.<br />
<br />
This project should focus on designing a jitter algorithm that can quickly adapt to changing conditions, and that can also support discontinous transmission of audio. It should also support save/load of state, so that the next session can use the previous session as "initial guesses".<br />
<br />
= Waiting Games =<br />
<br />
Skills: C++, Qt GraphicsView<br />
<br />
Every once in a while, your game server goes down for a few minutes (or hours), or you're waiting for that last person to show up for your raid, or you're just waiting for an unusually slow map load. In short, you're bored. For these occations, it would be beneficial to have a waiting game that can be played in Mumble.<br />
<br />
This project would include implementing one or more small games to be played either in the Mumble overlay or in a dedicated window (base it on QGraphicsView and Mumble will handle the rest), and should include both client and server side modifications necesarry. It is recommended to start with an existing game concept (Tetris, XBlast); anything that can potentially be done by several people and have a bit of a competetive edge to it.<br />
<br />
<br />
[[Category:Development]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Projects&diff=9154Projects2015-11-29T15:38:21Z<p>Hiradur: added info that Open AL Soft could serve as inspiration for HRTF</p>
<hr />
<div>These are medium-sized Mumble projects that we've though about, and which would be really beneficial to have, but which we so far have just barely scratched the surface of. These are medium to large projects, something which will take several weeks to implement.<br />
<br />
__TOC__<br />
<br />
== GSoC 2010 ==<br />
<br />
If you're reading this page as part of GSoC 2010, be aware that your application should include:<br />
<br />
* ''Identity:'' Name and email address<br />
* ''Backup contact:'' Telephone number (in case email fails)<br />
* ''Username:'' sf.net username<br />
* ''Bio:'' A short bio of who you are, including formal education<br />
* ''Published code:'' If you have already published any open source code, please include links<br />
* ''Availability:'' Your timeschedule for the summer, including vacations and breaks. When do you expect to start and when do you expect to finish?<br />
* ''Detailed description of the project you wish to do.''<br />
<br />
The list below happens to be ideas we think are cool, and that we would like to see implemented sooner or later. You might have an idea that is even cooler, so please contact us if you have an idea you want to work on that isn't listed on this page :)<br />
<br />
= Shared surface overlay =<br />
<br />
Skills: C++, Low level Windows graphics, Windows Kernel.<br />
<br />
Mumble's overlay currently renders the overlay in the Mumble process with the CPU in a shared memory segment, then signals the in-game injected overlay to update its full screen texture. This is resource-intensive. On OSX, you can share surfaces, and on Linux you can share contexts, which allows you to render-to-texture the overlay, and then have the in-game overlay use that rendered texture without any memory transfer. On Windows, in Vista/Win7, you have DXGI Shared Surfaces.<br />
<br />
The focus of this project is twofold. First, get DXGI Shared Surfaces working. Ideally we'd like to render with OpenGL in the Mumble process, and have the resulting surface be used both in OpenGL and Direct3D applications.<br />
<br />
Second, have a peek at moving the overlay into the driver layer, either as part of the userspace graphics driver or in the kernel. Right now the overlay is rendered by patching the running processes, which works most of the time, but also causes problems with some anti-cheat utilities and does not deal with faulty applications very well.<br />
<br />
= HRTF =<br />
<br />
Skills: C++, Signal Processing, some Qt GUI<br />
<br />
A lot of work has been done on HRTF research, and we'd like to use it in Mumble. Positional audio already works well, but nowhere near as well as it could with proper HRTF applied. The focus here will be on headphone based HRTF, as there is no way to guarnatee speaker placement for users. This project consists of three separate tasks.<br />
<br />
First, find a way to apply HRTFs to the current audio engine with minimal latency increase.<br />
<br />
Second, find a way to smoothly interpolate the HRTFs as audio sources and listeners move around.<br />
<br />
Third, create a simple wizard to guide the user to choosing the correct HRTF for his/her ears.<br />
<br />
= Automatic network diagnostics =<br />
<br />
Skills: C++, Low level IP, Qt Networking, some Qt GUI<br />
<br />
Mumble uses QoS by marking IP packets with Type of Service, which (in theory) gives it higher presedence than other traffic. Quite a few ISPs these days offer VoIP telephony to their customers, meaning they also give them home routers that support QoS. The problem is that quite a lot of routers do not support QoS, and some have broken support for it, either crashing when receiving packets with ToS bits set, dropping the packets or mangling the header without recomputing the checksum. Some servers being hosted behind buggy firewalls or incomplete VM implementations also suffer from this problem.<br />
<br />
We'd like to add some automated testing to both the server and client. By trying to send and receive packets with and without QoS from a "known good" server, the client and server can individually find out what their QoS support is like. Both the method of querying and the "known good" server need to be implemented, and has to scale to several hundred thousand simultaneous users.<br />
<br />
<b>Tip:</b> The FOSS audio library "OpenAL Soft" provides HRTF and may be worth to look at for inspiration.<br />
<br />
= Jitter Buffer for Home Networks =<br />
<br />
Skills: C/C++, Math and Algorithm design, Patience<br />
<br />
In an ideal world, every packet sent on a network reaches it target, and does so in deterministic time. In reality, streams of packets are frequently delayed, clustered together, have packets dropped or the order of packets reversed and so on. The classic solution to this, used by streamed non-interactive media, is to buffer data for long enough that any late packets arrive. For a low-latency solution, you need to adaptively keep your buffer as short as possible (we prefer less than 20 ms) yet maintain a low probability that packets arrive late or not at all. Mumble currently uses the SpeexDSP jitter buffer, but when switching to 10 ms packets, it isn't quite able to adapt quickly enough.<br />
<br />
This project should focus on designing a jitter algorithm that can quickly adapt to changing conditions, and that can also support discontinous transmission of audio. It should also support save/load of state, so that the next session can use the previous session as "initial guesses".<br />
<br />
= Waiting Games =<br />
<br />
Skills: C++, Qt GraphicsView<br />
<br />
Every once in a while, your game server goes down for a few minutes (or hours), or you're waiting for that last person to show up for your raid, or you're just waiting for an unusually slow map load. In short, you're bored. For these occations, it would be beneficial to have a waiting game that can be played in Mumble.<br />
<br />
This project would include implementing one or more small games to be played either in the Mumble overlay or in a dedicated window (base it on QGraphicsView and Mumble will handle the rest), and should include both client and server side modifications necesarry. It is recommended to start with an existing game concept (Tetris, XBlast); anything that can potentially be done by several people and have a bit of a competetive edge to it.<br />
<br />
<br />
[[Category:Development]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Link&diff=9153Link2015-11-29T15:33:04Z<p>Hiradur: added some info</p>
<hr />
<div>= Linking a game to Mumble =<br />
<br />
If you can change the source code of the game you want to add positional audio support to you can save yourself the trouble of creating your own plugin by using the facilities supplied by the link plugin.<br />
<br />
All code listed below is in the '''public domain''' and can be used, shared or modified freely.<br />
<br />
'''Note:''' Please don't forget to add your game to the list of link plugin supported [[games]].<br />
<br />
== Initialization ==<br />
<br />
Somewhere in your game initalization, add these lines of code:<br />
<br />
<pre><br />
struct LinkedMem {<br />
#ifdef _WIN32<br />
UINT32 uiVersion;<br />
DWORD uiTick;<br />
#else<br />
uint32_t uiVersion;<br />
uint32_t uiTick;<br />
#endif<br />
float fAvatarPosition[3];<br />
float fAvatarFront[3];<br />
float fAvatarTop[3];<br />
wchar_t name[256];<br />
float fCameraPosition[3];<br />
float fCameraFront[3];<br />
float fCameraTop[3];<br />
wchar_t identity[256];<br />
#ifdef _WIN32<br />
UINT32 context_len;<br />
#else<br />
uint32_t context_len;<br />
#endif<br />
unsigned char context[256];<br />
wchar_t description[2048];<br />
};<br />
<br />
LinkedMem *lm = NULL;<br />
<br />
<br />
void initMumble() {<br />
<br />
#ifdef _WIN32<br />
HANDLE hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");<br />
if (hMapObject == NULL)<br />
return;<br />
<br />
lm = (LinkedMem *) MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(LinkedMem));<br />
if (lm == NULL) {<br />
CloseHandle(hMapObject);<br />
hMapObject = NULL;<br />
return;<br />
}<br />
#else<br />
char memname[256];<br />
snprintf(memname, 256, "/MumbleLink.%d", getuid());<br />
<br />
int shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);<br />
<br />
if (shmfd < 0) {<br />
return;<br />
}<br />
<br />
lm = (LinkedMem *)(mmap(NULL, sizeof(struct LinkedMem), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));<br />
<br />
if (lm == (void *)(-1)) {<br />
lm = NULL;<br />
return;<br />
}<br />
#endif<br />
}<br />
</pre><br />
<br />
Then, for each frame, do the following:<br />
<br />
<pre><br />
void updateMumble() {<br />
if (! lm)<br />
return;<br />
<br />
if(lm->uiVersion != 2) {<br />
wcsncpy(lm->name, L"TestLink", 256);<br />
wcsncpy(lm->description, L"TestLink is a test of the Link plugin.", 2048);<br />
lm->uiVersion = 2;<br />
}<br />
lm->uiTick++;<br />
<br />
// Left handed coordinate system.<br />
// X positive towards "right".<br />
// Y positive towards "up".<br />
// Z positive towards "front".<br />
//<br />
// 1 unit = 1 meter<br />
<br />
// Unit vector pointing out of the avatar's eyes aka "At"-vector.<br />
lm->fAvatarFront[0] = 0.0f;<br />
lm->fAvatarFront[1] = 0.0f;<br />
lm->fAvatarFront[2] = 1.0f;<br />
<br />
// Unit vector pointing out of the top of the avatar's head aka "Up"-vector (here Top points straight up).<br />
lm->fAvatarTop[0] = 0.0f;<br />
lm->fAvatarTop[1] = 1.0f;<br />
lm->fAvatarTop[2] = 0.0f;<br />
<br />
// Position of the avatar (here standing slightly off the origin)<br />
lm->fAvatarPosition[0] = 0.001f;<br />
lm->fAvatarPosition[1] = 0.0f;<br />
lm->fAvatarPosition[2] = 0.5f;<br />
<br />
// Same as avatar but for the camera.<br />
lm->fCameraPosition[0] = 0.0f;<br />
lm->fCameraPosition[1] = 0.0f;<br />
lm->fCameraPosition[2] = 0.0f;<br />
<br />
lm->fCameraFront[0] = 0.0f;<br />
lm->fCameraFront[1] = 0.0f;<br />
lm->fCameraFront[2] = 1.0f;<br />
<br />
lm->fCameraTop[0] = 0.0f;<br />
lm->fCameraTop[1] = 1.0f;<br />
lm->fCameraTop[2] = 0.0f;<br />
<br />
// Identifier which uniquely identifies a certain player in a context (e.g. the ingame name).<br />
wcsncpy(lm->identity, L"Unique ID", 256);<br />
// Context should be equal for players which should be able to hear each other positional and<br />
// differ for those who shouldn't (e.g. it could contain the server+port and team)<br />
memcpy(lm->context, "ContextBlob\x00\x01\x02\x03\x04", 16);<br />
lm->context_len = 16;<br />
}<br />
</pre><br />
<br />
== Coordinate system ==<br />
Mumble, like most sound systems, uses a left handed coordinate system <sup>([http://msdn.microsoft.com/en-us/library/windows/desktop/bb204853(v=vs.85).aspx see this for a visual representation])</sup>. If you imagine yourself looking over a large empty field; X increases towards your right, Y increases above your head, and Z increases in front of you. In other words, if we place origin in your chest and you stretch your arms out to your sides, your right hand will be (1,0,0), your left hand will be (-1,0,0) and your head will be (0,0.2,0). If you then stretch your arms out in front of you instead, they'll become (0,0,1).<br />
<br />
We need three vectors. First is the position vector. This should be in meters, so you may need to scale it. The reason: If it is not in meters, distance attenuation will be different to the other games/plugins, meaning users will have a bad experience with positional audio (audio configuration is dependant on a common distance measurement).<br />
<br />
The next two vectors are the heading. These should be [https://en.wikipedia.org/wiki/Unit_vector unit vectors (length one)], and should be perpendicular (to one another). The first vector is the front vector, which is simply the direction you are looking at. The second is the top vector, which is an imaginary vector pointing straight out the top of your head. If you do not supply a top vector, Mumble will assume you have a “Y-is-up” coordinate system and that the user can not tilt his head, and then compute the top vector based on that. <br />
<br />
<b>Tip:</b> If your game uses a 3D positional audio API such as OpenAL you may want to take a look at the code where the listener gets updated since these APIs usually require the same vectors.<br />
<br />
== f* variables ==<br />
fAvatarPosition should be the player position in 3D space, to disable the transmission of positional information alongside audio without unlinking the plugin set x,y,z of the tuple to zero. fAvatarTop and fAvatarFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.<br />
<br />
If the camera of your game is not independent of the avatar be sure to copy the avatar values over to the fCameraPosition|Top|Front variables. If the camera moves independent of the avatar these values should contain the position, top- and front-vector of the camera.<br />
<br />
{{Notice|message=Mumble fetches these values 50 times a second, so please update them every frame.}}<br />
<br />
== Context ==<br />
{{Notice|message=The context does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
The context string is used to determine which users on a Mumble server should hear each other positionally. If context between two Mumble users does not match the positional audio the data is stripped server-side and voice will be received as non-positional.<br />
<br />
Accordingly the context should only match for players on the same server in the same game on the same map. Whether to include things like team in this string depends on the game itself. When in doubt err on the side of including less. This gives more flexibility later on.<br />
<br />
== Identity ==<br />
{{Notice|message=The identity does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
Identity should contain a string which uniquely identifies the player in the given context. This is usually satisfied by the in-game player name or the players ID (player-/connection-ID on the server or a global ID).<br />
<br />
Additionally the identity can contain any additional information about the player that might be interesting for the mumble server.<br />
<br />
For example by including team information in the identity a script on the Mumble server can move players into team channels automatically. Additional information like squad number, squad leader status and so on can be used to trigger even more behavior like automatically maintaining a leadership structure inside Mumble which is kept in-sync with in-game state. E.g. someone is elected squad leader and now can whisper to all other squad leaders and the team leader. For an example of such a server-side script see the [https://github.com/mumble-voip/mumo/blob/master/modules/bf2.py Battlefield 2 mumo plugin].<br />
<br />
We recommend using an easily parseable format like JSON or CSV for encoding the information but this is up to the game. Remember that the link structures only allow for 256 characters of identity data.<br />
<br />
<b>Tip:</b> If identity is a regular string (not wide char) you have to convert it, e.g. like this: <br />
<pre><br />
std::string playername = client->getEnv().getLocalPlayer()->getName();<br />
std::wstring wplayername;<br />
wplayername.assign(playername.begin(), playername.end());<br />
wcsncpy(mumblelm->identity, wplayername.c_str(), 256);<br />
</pre><br />
<br />
[[Category:Documentation English]]<br />
[[Category:Development]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Link&diff=9152Link2015-11-29T15:09:53Z<p>Hiradur: changed #ifdef WIN32 to #ifdef _WIN32 (better portability)</p>
<hr />
<div>= Linking a game to Mumble =<br />
<br />
If you can change the sourcecode of the game you want to add positional audio support to you can save yourself the trouble of creating your own plugin by using the facilities supplied by the link plugin.<br />
<br />
All code listed below is in the '''public domain''' and can be used, shared or modified freely.<br />
<br />
'''Note:''' Please don't forget to add your game to the list of link plugin supported [[games]].<br />
<br />
== Initialization ==<br />
<br />
Somewhere in your game initalization, add these lines of code:<br />
<br />
<pre><br />
struct LinkedMem {<br />
#ifdef _WIN32<br />
UINT32 uiVersion;<br />
DWORD uiTick;<br />
#else<br />
uint32_t uiVersion;<br />
uint32_t uiTick;<br />
#endif<br />
float fAvatarPosition[3];<br />
float fAvatarFront[3];<br />
float fAvatarTop[3];<br />
wchar_t name[256];<br />
float fCameraPosition[3];<br />
float fCameraFront[3];<br />
float fCameraTop[3];<br />
wchar_t identity[256];<br />
#ifdef _WIN32<br />
UINT32 context_len;<br />
#else<br />
uint32_t context_len;<br />
#endif<br />
unsigned char context[256];<br />
wchar_t description[2048];<br />
};<br />
<br />
LinkedMem *lm = NULL;<br />
<br />
<br />
void initMumble() {<br />
<br />
#ifdef _WIN32<br />
HANDLE hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");<br />
if (hMapObject == NULL)<br />
return;<br />
<br />
lm = (LinkedMem *) MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(LinkedMem));<br />
if (lm == NULL) {<br />
CloseHandle(hMapObject);<br />
hMapObject = NULL;<br />
return;<br />
}<br />
#else<br />
char memname[256];<br />
snprintf(memname, 256, "/MumbleLink.%d", getuid());<br />
<br />
int shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);<br />
<br />
if (shmfd < 0) {<br />
return;<br />
}<br />
<br />
lm = (LinkedMem *)(mmap(NULL, sizeof(struct LinkedMem), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));<br />
<br />
if (lm == (void *)(-1)) {<br />
lm = NULL;<br />
return;<br />
}<br />
#endif<br />
}<br />
</pre><br />
<br />
Then, for each frame, do the following:<br />
<br />
<pre><br />
void updateMumble() {<br />
if (! lm)<br />
return;<br />
<br />
if(lm->uiVersion != 2) {<br />
wcsncpy(lm->name, L"TestLink", 256);<br />
wcsncpy(lm->description, L"TestLink is a test of the Link plugin.", 2048);<br />
lm->uiVersion = 2;<br />
}<br />
lm->uiTick++;<br />
<br />
// Left handed coordinate system.<br />
// X positive towards "right".<br />
// Y positive towards "up".<br />
// Z positive towards "front".<br />
//<br />
// 1 unit = 1 meter<br />
<br />
// Unit vector pointing out of the avatars eyes (here Front looks into scene).<br />
lm->fAvatarFront[0] = 0.0f;<br />
lm->fAvatarFront[1] = 0.0f;<br />
lm->fAvatarFront[2] = 1.0f;<br />
<br />
// Unit vector pointing out of the top of the avatars head (here Top looks straight up).<br />
lm->fAvatarTop[0] = 0.0f;<br />
lm->fAvatarTop[1] = 1.0f;<br />
lm->fAvatarTop[2] = 0.0f;<br />
<br />
// Position of the avatar (here standing slightly off the origin)<br />
lm->fAvatarPosition[0] += 0.001f;<br />
lm->fAvatarPosition[1] = 0.0f;<br />
lm->fAvatarPosition[2] = 0.5f;<br />
<br />
// Same as avatar but for the camera.<br />
lm->fCameraPosition[0] = 0.0f;<br />
lm->fCameraPosition[1] = 0.0f;<br />
lm->fCameraPosition[2] = 0.0f;<br />
<br />
lm->fCameraFront[0] = 0.0f;<br />
lm->fCameraFront[1] = 0.0f;<br />
lm->fCameraFront[2] = 1.0f;<br />
<br />
lm->fCameraTop[0] = 0.0f;<br />
lm->fCameraTop[1] = 1.0f;<br />
lm->fCameraTop[2] = 0.0f;<br />
<br />
// Identifier which uniquely identifies a certain player in a context (e.g. the ingame Name).<br />
wcsncpy(lm->identity, L"Unique ID", 256);<br />
// Context should be equal for players which should be able to hear each other positional and<br />
// differ for those who shouldn't (e.g. it could contain the server+port and team)<br />
memcpy(lm->context, "ContextBlob\x00\x01\x02\x03\x04", 16);<br />
lm->context_len = 16;<br />
}<br />
</pre><br />
<br />
== Coordinate system ==<br />
<div style="float:right; background-color:white; border:1px solid #cccccc;">https://upload.wikimedia.org/wikipedia/commons/thumb/0/0e/Koordinatensysteme_L%2BR.svg/500px-Koordinatensysteme_L%2BR.svg.png</div>Mumble, like most sound systems, uses a left handed coordinate system <sup>([http://msdn.microsoft.com/en-us/library/windows/desktop/bb204853(v=vs.85).aspx see this for a visual representation])</sup>. If you imagine yourself looking over a large empty field; X increases towards your right, Y increases above your head, and Z increases in front of you. In other words, if we place origin in your chest and you stretch your arms out to your sides, your right hand will be (1,0,0), your left hand will be (-1,0,0) and your head will be (0,0.2,0). If you then stretch your arms out in front of you instead, they'll become (0,0,1).<br />
<br />
We need three vectors. First is the position vector. This should be in meters, so you may need to scale it. The reason: If it is not in meters, distance attenuation will be different to the other games/plugins, meaning users will have a bad experience with positional audio (audio configuration is dependant on a common distance measurement).<br />
<br />
The next two vectors are the heading. These should be [https://en.wikipedia.org/wiki/Unit_vector unit vectors (length one)], and should be perpendicular (to one another). The first vector is the front vector, which is simply the direction you are looking in. The second is the top vector, which is an imaginary vector pointing straight out the top of your head. If you do not supply a top vector, Mumble will assume you have a “Y-is-up” coordinate system and that the user can not tilt his head, and then compute the top vector based on that.<br />
<br />
== f* variables ==<br />
fAvatarPosition should be the player position in 3D space, to disable the transmission of positional information alongside audio without unlinking the plugin set x,y,z of the tuple to zero. fAvatarTop and fAvatarFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.<br />
<br />
If the camera of your game is not independent of the avatar be sure to copy the avatar values over to the fCameraPosition|Top|Front variables. If the camera moves independent of the avatar these values should contain the position, top- and front-vector of the camera.<br />
<br />
{{Notice|message=Mumble fetches these values 50 times a second, so please update them every frame.}}<br />
<br />
== Context ==<br />
{{Notice|message=The context does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
The context string is used to determine which users on a Mumble server should hear each other positionally. If context between two mumble user does not match the positional audio data is stripped server-side and voice will be received as non-positional.<br />
<br />
Accordingly the context should only match for players on the same server in the same game on the same map. Whether to include things like team in this string depends on the game itself. When in doubt err on the side of including less. This gives more flexibility later on.<br />
<br />
== Identity ==<br />
{{Notice|message=The identity does '''not''' need to be updated every single frame. It '''shouldn't''' change more than a few times per second if at all during a game.}}<br />
<br />
Identity should contain a string which uniquely identifies the player in the given context. This is usually satisfied by the in-game player name or the players ID (player-/connection-ID on the server or a global ID).<br />
<br />
Additionally the identity can contain any additional information about the player that might be interesting for the mumble server.<br />
<br />
For example by including team information in the identity a script on the mumble server can move players into team channels automatically. Additional information like squad number, squad leader status and so on can be used to trigger even more behavior like automatically maintaining a leadership structure inside mumble which is kept in-sync with in-game state. E.g. someone is elected squad leader and now can whisper to all other squad leaders and the team leader. For an example of such a server-side script see the [https://github.com/mumble-voip/mumo/blob/master/modules/bf2.py Battlefield 2 mumo plugin].<br />
<br />
We recommend using an easily parseable format like JSON or CSV for encoding the information but this is up to the game. Remember that the link structures only allow for 256 characters of identity data.<br />
<br />
[[Category:Documentation English]]<br />
[[Category:Development]]</div>Hiradurhttps://wiki.mumble.info/index.php?title=Games&diff=9151Games2015-11-29T15:03:06Z<p>Hiradur: added: Minetest, Red Eclipse, Tesseract, Rigs of Rods</p>
<hr />
<div>= Overlay =<br />
Our overlay is not technically game-specific but rendering-engine-specific. Thus it works for all games using supported rendering APIs.<br />
<br />
For more information on the overlay, see [[Overlay|the respective page about the Overlay]].<br />
<br />
= Positional audio =<br />
[[File:Positional_Audio.gif|left|alt=Shows Audiowaves with Postional Audio in cyberspace]]<br />
Please note that Mumble works with all games as a regular voice chat application. Those listed on this page are the games for which we are providing [[Positional-Audio|positional sound]] support, so that the voice of your teammates comes from their direction in game.<br />
<br />
This feature '''can be enabled as follows''':<br />
* 1.) Check "[[Advanced client configuration|Advanced]]" in the ''Configure|Settings'' menu<br />
* 2.) Go to ''Plugins'' and check "Link to Game and Transmit Position"<br />
<br />
If you deselected ''Enable positional audio'' during setup you have to re-enable it in the wizard.<br />
<br />
'''Just because your game says it is a different version from the plugin does not necessarily mean that the plugin will not work.'''<br />
<br />
It is possible that some plugins are outdated in the current release; in that case please check the lists below.<br />
<br />
If there is no update for the plugin, please [http://sourceforge.net/tracker/?atid=768005&group_id=147372&func=browse report a bug here].<br />
<br />
For additional info on what positional audio is and how it works in Mumble, see --> [[Positional-Audio|here]]<br />
<br />
If you want to add support for a game and you are able to modify the source of this game you can use the [[Link]] plugin. If you cannot modify the source of the game you want to add, [[Pluginguide | this guide]] should help. For an overall look at retrieving positional data from a game, see [[HackPositionalAudio | here]].<br />
<div style="clear:left;"></div><br />
<br />
== Supported Games ==<br />
<br />
The following table displays which games positional audio is available for, and from which game version on (/for which version).<br />
<br />
Games that provide native positional data via the link plugin are marked in <span style="background-color:#e8e8ff">blue</span> (that means they won’t get outdated). ''Basic support'' means that the games don't use the extended positional audio features that were introduced with Mumble 1.2.<br />
<br />
{|border="0" cellpadding="2" cellspacing="1" style="background:#e2e2e2;" class="sortable"<br />
! Game<br />
! Supported Game Version<br />
! Platform<br />
! Extended Support (Context, Identity)?<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Age of Chivalry<br />
| Build 4104<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Armed Assault 2<br />
| 1.08<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 2: Operation Arrowhead Mod]<br />
| >= 1.60<br />
| Win<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://dev-heaven.net/projects/mumblelink ArmA 3 Mod]<br />
| >= 0.5<br />
| Win<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 1942<br />
| 1.61b<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 2<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 2142<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield 3<br />
| Build v944019<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield Bad Company 2<br />
| Build 795745<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Battlefield Heroes<br />
| ??<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Borderlands<br />
| 1.40<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Breach<br />
| 1.1.0<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty 2<br />
| 1.3<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty 4: Modern Warfare<br />
| 1.7.568<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty: World at War<br />
| 1.7.1263<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Call of Duty: Modern Warfare 2<br />
Multiplayer + Special Ops<br />
| 1.1<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Counter-Strike 1.6<br />
| 1.6<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/240/ Counter-Strike: Source]<br />
| >= Feb 5 2013 <sup>[http://store.steampowered.com/news/9893/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/730/ Counter-Strike: Global Offensive]<br />
| >= Aug 27 2014 <sup>[http://blog.counter-strike.net/index.php/2014/08/10222/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.dayofdefeat.com/ Day of Defeat: Source]<br />
| >= 1.0.0.46 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Dystopia<br />
| Build 4104<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Enemy Territory: Quake Wars<br />
| 1.50<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ethernet.wasted.ch Revenge of the Cats: Ethernet]<br />
| >= prototype 1.6<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://ezquake.sf.net ezQuake]<br />
| 2.0 alpha<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Garry's Mod 11<br />
| Build 4426<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Grand Theft Auto IV<br />
| 1.0.7.0<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Guild Wars<br />
| ??<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://www.guildwars2.com/ Guild Wars 2]<br />
| >= Build 2/26/13 <sup>[https://forum-en.guildwars2.com/forum/info/news/Game-Update-Notes-February-26-2013 ref][http://wiki.guildwars2.com/wiki/Mumble ref2]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/320/ Half-Life 2: Deathmatch]<br />
| >= 1.0.0.37 (01:24:57 Oct 26 2012 (5101)) <sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://store.steampowered.com/app/222880/ Insurgency]<br />
| ?<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Insurgency: Modern Infantry Combat<br />
| Build 4044<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| ioquake3<br />
| ?<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272675-1-7-10-mumblelink-forge-smp-lan-mumble-realism Minecraft Mod]<br />
| >= Beta 1.3<br />
| Any<br />
| style="background-color:#abf8a1" | Yes ([http://www.minecraftforum.net/topic/217587-164-mod-mumblelink-forge-smp-lan-mumble-realism-directional-voip/#developmentAddons moddable])<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.minetest.net/ Minetest]<br />
| [https://github.com/minetest/minetest/issues/1753 ext. patch]<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Left 4 Dead<br />
| Build 4440<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Left 4 Dead 2<br />
| Build 4777<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Link<br />
| 1.2.0<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| League of Legends<br />
| 1.0.0.139<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Lord of the Rings Online<br />
| Update 6<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Nuclear Dawn<br />
| >= 6.9 <sup>[http://store.steampowered.com/news/9647/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Planetside 2<br />
| Coming soon!<br />
| Win32<br />
| style="background-color:#abf8a1" | ?<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://redeclipse.net/ Red Eclipse]<br />
| Any<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Regnum-Online<br />
| ?<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.rigsofrods.com Rigs of Rods]<br />
| >= 0.38.20<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://sauerbraten.org/ Sauerbraten]<br />
| >= 2008_06_17_ctf_edition<sup>[http://sauerbraten.org/docs/history.html ref]</sup><br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| Source Engine ([http://www.teamfortress.com/ TF2], DOD:S, HL2:DM)<br />
| >= ?<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Sub Rosa<br />
| 0.07b<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Star Trek Online<br />
| ST.0.20100208b.4<br />
| Win32<br />
<br />
| style="background-color:#abf8a1" | Yes<br />
|-style="background-color:#f8f8ff"<br />
| [http://playstaxel.com/ Staxel]<br />
| Any<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.teamfortress.com/ Team Fortress 2]<br />
| >= 1.2.3.5 (01:24:57 Oct 26 2012 (5101))<br />
<sup>[http://store.steampowered.com/news/9221/ ref]</sup><br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://tesseract.gg Tesseract]<br />
| >= First Edition<br />
| Any<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament 2004<br />
| Build 3369<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament (UT99)<br />
| ??<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Unreal Tournament 3<br />
| 2.1<br />
| Win32<br />
| style="background-color:#ddffdd" | Basic Support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/ Warsow]<br />
| >= 0.6 <sup>[http://www.warsow.net/forum/thread/t/191271#post-191271 ref (0.6 changelog)]</sup><br/>Improved >= 1.0 <sup>[http://www.warsow.net/forum/thread/t/206086#post-206086 ref]</sup><br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [http://www.warsow.net/forum/thread/t/158000#post-158000 Warsow Mumble Mod]<br />
| Any<br />
| Any<br />
| style="background-color:#ddffdd" | Basic support<br />
<br />
|-style="background-color:#f8f8ff"<br />
| Wolfenstein: Enemy Territory<br />
| 2.60b<br />
| Win32<br />
| style="background-color:#abf8a1" | Yes<br />
<br />
|-style="background-color:#f8f8ff"<br />
| World of Warcraft<br />
| 4.2.2<br />
| Win32<br />
| style="background-color:#dff5e3"| Outdated<br />
<br />
|-style="background-color:#e8e8ff"<br />
| [https://github.com/yEngine/YEng YEngine Next Generation] (if using Y.mumble)<br />
| >=commit b4011706e7<br />
| Lin64<br />
| style="background-color:#abf8a1" | Yes<br />
|}<br />
<br />
"Outdated" plugins are plugins that work only for the "Supported" version mentioned, most plugins continue to work even with non-matching "Game" & "Supported" versions.<br />
<br />
== Manual Positional Audio Plugin ==<br />
<br />
[[File:POS-Audio-plugin.jpg|thumb|right|the config page of the manual postitonal audio plugin]]<br />
In addition to the mentioned plugins, there is a special plugin called ''manual placement plugin''. It does not require a game. Instead you can configure the plugin itself to set your own position from which other people in the same channel can hear you.<br />
<br />
'''1''' set yourself on the canvas from where others should hear you. '''Make sure to choose a position other than X;Y;Z 0;0;0''' or you won't hear or send positionally.<br />
<br />
'''2''' set your own orientation where you want your virtual avatar to look at on a 360° Scale<br />
<br />
'''3''' set your own azimuth (if you look up or down while you talk)<br />
<br />
'''4''' and '''5''' set the context and identity of your avatar only the people with the same context will hear you positionally.<br />
<br />
'''6''' Link or Unlink the plugin to Mumble so the settings are transfers to the server for processing<br />
<br />
'''7''' Activate or Deactivate the Plugin<br />
<br />
'''8''' Unhinge the settings window so it stays open even with the configuration settings Page closed therefore you can still change the positional audio settings without keeping the overall mumble settings open.<br />
<br />
'''9''' set standard values for all settings<br />
<br />
'''10''' close the page<br />
<br />
[[Category:Documentation English]]</div>Hiradur