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where are function microphone on network multiplayer

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    where are function microphone on network multiplayer

    i'm looking around there is no one
    how to add microphone system in my game
    please help me pleaseeeeeeeeeeeee!! ohhwwwwwwww

    #2
    You have to write your own system, using something like a DLL.

    Comment


      #3
      Theoretically VoIP support should work if you're using the steam connectivity. *Other than that, you'll need to write it yourself.

      Comment


        #4
        what? Are you sure?
        so and what is it

        Voice chat
        GC has a very basic, easy-to-use Voice Chat system. After you have entered a multiplayer game, you would call OnlineSub.VoiceInterface.StartNetworkedVoice() to have the players talk to each other. Muting and querying for who is talking work as well, using the standard functions (MuteRemoteTalker(), IsRemotePlayerTalking(), etc).

        from : http://udn.epicgames.com/Three/GameCenter.html

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          #5
          and what is this
          http://wiki.beyondunreal.com/UE3:Onl...alkingDelegate

          i want to know for sure i get newbie start

          Comment


            #6
            Game Center is for Apple/Mobile, if I am not misstaken.

            Comment


              #7
              Bindings=(Name="B",Command="ToggleSpeaking true | OnRelease ToggleSpeaking false")
              exec function ToggleSpeaking(bool bHeld);

              that is it?

              Comment


                #8
                I'm sorry, I assumed non-mobile version. *I'd expect it would work in GameCenter too, if that does in fact have voice support.

                -- Sent from my HP TouchPad using Communities

                Comment


                  #9
                  someone try this put in MyGamePlayerController
                  exec function ToggleSpeaking(bool bNowOn)
                  {
                  local LocalPlayer LP;

                  if (VoiceInterface != None)
                  {
                  LP = LocalPlayer(Player);
                  if (LP != None)
                  {
                  if (bNowOn)
                  {
                  VoiceInterface.StartNetworkedVoice(LP.ControllerId );
                  if ( WorldInfo.NetMode != NM_Client )
                  {
                  VoiceInterface.StartSpeechRecognition(LP.Controlle rId);
                  }
                  }
                  else
                  {
                  VoiceInterface.StopNetworkedVoice(LP.ControllerId) ;
                  if ( WorldInfo.NetMode != NM_Client )
                  {
                  VoiceInterface.StopSpeechRecognition(LP.Controller Id);
                  }
                  }
                  }
                  }
                  }
                  is it works?
                  i forgot push on config default is B
                  Bindings=(Name="B",Command="ToggleSpeaking true | OnRelease ToggleSpeaking false")
                  if you test it's work or not
                  let's me know
                  thank a lot

                  Comment


                    #10
                    no one?
                    i have one computer
                    i can't test that

                    Comment


                      #11
                      You need to register the local talker on the client, which the UDK does not do by default at the moment. I use this mutator when I need to test it:
                      Code:
                      Class VEMut extends Mutator;
                      
                      simulated function PostBeginPlay()
                      {
                      	local OnlineSubsystemSteamworks OSS;
                      
                      	if (Role < ROLE_Authority)
                      	{
                      		OSS = OnlineSubsystemSteamworks(Class'GameEngine'.static.GetOnlineSubsystem());
                      
                      		OSS.RegisterLocalTalker(OSS.LoggedInPlayerNum);
                      	}
                      }
                      
                      defaultproperties
                      {
                      	RemoteRole=ROLE_SimulatedProxy
                      	bAlwaysRelevant=True
                      }
                      After that (and with Steam running for both clients), the togglespeaking bind you found should work.

                      Comment


                        #12
                        thank bud
                        it's mean you can't use it on multiplayer online without Steam running

                        it's mean i must to do with DLLBind right?

                        Comment


                          #13
                          Yes, Steam handles the capturing and encoding of VOIP, so that's required for it to work.
                          I don't know if there is an alternative VOIP solution at hand (I don't think there is), as I only know the Steam subsytem.

                          Comment


                            #14
                            morething
                            can i use Udk'speech recognition with my level map?

                            like
                            i said 'open'
                            it's will give to do thing like open the door in my map
                            can i?

                            Comment


                              #15
                              I don't know a lot about speech recognition, but it does require Steam VOIP to be working; I have not tested it, so you would need to examine it yourself locally there.

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