Link
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 = 2; 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.