Difference between revisions of "Link"

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(update for 1.2.0)
Line 18: Line 18:
 
uint32_t uiTick;
 
uint32_t uiTick;
 
#endif
 
#endif
float fPosition[3];
+
float fAvatarPosition[3];
float fFront[3];
+
float fAvatarFront[3];
float fTop[3];
+
float fAvatarTop[3];
 
wchar_t name[256];
 
wchar_t name[256];
 +
float fCameraPosition[3];
 +
float fCameraFront[3];
 +
float fCameraTop[3];
 +
wchar_t identity[256];
 +
#ifdef WIN32
 +
UINT32 context_len;
 +
#else
 +
uint32_t context_len;
 +
#endif
 +
unsigned char context[256];
 +
wchar_t description[2048];
 
};
 
};
  
Line 80: Line 91:
 
return;
 
return;
  
// Fill lm->fPosition, fTop and fFront
+
// Fill lm->fAvatarPosition, fAvatarTop and fAvatarFront
 +
        // lm->fCameraPosition, fCameraTop and fCameraFront
  
 
lm->uiVersion = 1;
 
lm->uiVersion = 1;
Line 87: Line 99:
 
</pre>
 
</pre>
  
fPosition should be the player position in 3D space. fTop and fFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.
+
fAvatarPosition should be the player position in 3D space. fAvatarTop and fAvatarFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.
 +
 
 +
If the camera of your game is independent of the avatar be sure to also fill the fCameraPosition|Top|Front variables.
 +
 
 +
The identity does not need to be updated every single frame. Identity should contain
 +
a string which uniquely identifies the player on the current server (e.g. player name).
 +
 
 +
The context string is used to determine which users on a Mumble server are in the same game and hence should hear audio positional. If players are on the same server in the same game their contexts should be equal.
  
 
Mumble fetches these values 50 times a second, so please update them every frame.
 
Mumble fetches these values 50 times a second, so please update them every frame.
  
 
[[Category:Needs Update for 1.2.0]]
 
[[Category:Needs Update for 1.2.0]]

Revision as of 11:19, 30 November 2009

Linking a game to Mumble

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.

Note: Please don't forget to add your game to the list of link plugin supported games.

Initialization

Somewhere in your game initalization, add these lines of code:

struct LinkedMem {
#ifdef WIN32
	UINT32	uiVersion;
	DWORD	uiTick;
#else
	uint32_t uiVersion;
	uint32_t uiTick;
#endif
	float	fAvatarPosition[3];
	float	fAvatarFront[3];
	float	fAvatarTop[3];
	wchar_t	name[256];
	float	fCameraPosition[3];
	float	fCameraFront[3];
	float	fCameraTop[3];
	wchar_t	identity[256];
#ifdef WIN32
	UINT32	context_len;
#else
	uint32_t context_len;
#endif
	unsigned char context[256];
	wchar_t description[2048];
};

LinkedMem *lm = NULL;

#ifdef WIN32
static HANDLE hMapObject = NULL;
void initMumble() {
	hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");
	if (hMapObject == NULL)
		return;

	lm = (LinkedMem *) MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(LinkedMem));
	if (lm == NULL) {
		CloseHandle(hMapObject);
		hMapObject = NULL;
		return;
	}
	wcscpy_s(lm->name, 256, L"MyGameName");
}
#else
static int shmfd = -1;
void initMumble() {
  char memname[256];
  snprintf(memname, 256, "/MumbleLink.%d", getuid());

  shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);

  if(shmfd < 0) {
    return;
  }

  lm = (LinkedMem *) (mmap(NULL, sizeof(struct LinkedMem), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));

  if (lm == (void *) (-1)) {
	lm = NULL;
  }
}
#endif

Then, for each frame, do the following:


#ifndef WIN32
static const int32_t GetTickCount() {
	struct timeval tv;
	gettimeofday(&tv,NULL);

	return tv.tv_usec / 1000 + tv.tv_sec * 1000;
}
#endif

void updateMumble() {
	if (! lm)
		return;

	// Fill lm->fAvatarPosition, fAvatarTop and fAvatarFront
        // lm->fCameraPosition, fCameraTop and fCameraFront

	lm->uiVersion = 1;
	lm->uiTick = GetTickCount();
}

fAvatarPosition should be the player position in 3D space. fAvatarTop and fAvatarFront should be the orientation. The coordinate system is a left-handed one, and the units are in meters.

If the camera of your game is independent of the avatar be sure to also fill the fCameraPosition|Top|Front variables.

The identity does not need to be updated every single frame. Identity should contain a string which uniquely identifies the player on the current server (e.g. player name).

The context string is used to determine which users on a Mumble server are in the same game and hence should hear audio positional. If players are on the same server in the same game their contexts should be equal.

Mumble fetches these values 50 times a second, so please update them every frame.