VOIP Volume
The-Killer
Join Date: 2007-10-16 Member: 62651Members
<div class="IPBDescription">VOIP Volume adjustment?</div>Maybe its just me, but I would hope not. But VOIP Volume seems quite low, even with headphones on. (I primarily use speakers)
Even with game volume on max, it seems to make it somewhat louder but also makes all other sounds loud as well, so that's somewhat annoying and not a solution.
Is there a cvar for VOIP volume? ex. in source games theres literally voice_scale, default is 1.
Ideally I would think there should be a slider in the options?
Even with game volume on max, it seems to make it somewhat louder but also makes all other sounds loud as well, so that's somewhat annoying and not a solution.
Is there a cvar for VOIP volume? ex. in source games theres literally voice_scale, default is 1.
Ideally I would think there should be a slider in the options?
Comments
Except that NS2 isn't using Source.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->bool Client.SetSoundParameter ( Entity , string , string , float , float )
bool Client.SetSoundPropertyFloat ( Vector , integer , integer , float , bool )
bool Client.SetSoundPropertyInt ( Vector , integer , integer , integer , bool )
Client.SetSoundVolume ( float )<!--c2--></div><!--ec2-->
We had an awesome game yesterday with great voice-usage especially from our alien commander.
But each minute we had so many "sorry, didn't get you" - " can you repeat again please".
Very difficult to understand while munching on a powernode :)
We had an awesome game yesterday with great voice-usage especially from our alien commander.
But each minute we had so many "sorry, didn't get you" - " can you repeat again please".
Very difficult to understand while munching on a powernode :)<!--QuoteEnd--></div><!--QuoteEEnd-->
And others seem to have problems understanding what I say when I'm munching on a piece of plastic. Which by the way was very flat in the end.
Its not perfect, and yeah theres no little speaker icons. Ideally I think I need to draw a table like the scoreboard does but didn't feel like trying to figure it out.
I welcome people to try this out and improve it, just leave my name in the top if you can :)
Definitely need to hook the player disconnect event and then remove them from the array, could lead to wasted memory over a long game.
Put GUIVOIP.lua in the lua folder(ex C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\ns2\lua)
Then in Player_Client.lua line 1005 add this
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->GetGUIManager():CreateGUIScriptSingle("GUIVOIP")<!--c2--></div><!--ec2-->
GUIVOIP.lua
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// GUIVOIP
// By: The-Killer (killer@righttorule.com)
//
// VOIP talking indicator
// Version: 0.1
class 'GUIVOIP' (GUIScript)
Script.Load("lua/NS2Gamerules.lua")
function GUIVOIP:Initialize()
self.talkers = {}
self.numTalkers=0;
end
function GUIVOIP:Uninitialize()
for i, t in ipairs(self.talkers) do
GUI.DestroyItem(t)
end
self.messages = nil
end
function GUIVOIP:Update(deltaTime)
local lPlayer = Client.GetLocalPlayer()
//local players = GetGamerules():GetTeam(lPlayer:GetTeamNumber()):GetPlayers()
if(lPlayer ~= nil) then
//if(false) then
//local team = GUIScoreboard.teams[lPlayer:GetTeamNumber()]
//local playerList = team["PlayerList"]
local playerList = GetEntitiesForTeam("Player", lPlayer:GetTeamNumber())
for index, player in pairs(playerList) do
local clientIndex = player:GetClientIndex()
if(clientIndex ~= nil) then
if ChatUI_GetClientMuted(clientIndex) then
self.talkers[clientIndex]:SetIsVisible(false)
elseif ChatUI_GetIsClientSpeaking(clientIndex) then
//PrintToLog("%s is speaking",clientIndex)
//PrintToLog("Num Talkers = %s",self.numTalkers)
if(self.talkers[clientIndex] == nil) then
self.talkers[clientIndex] = {}
self.talkers[clientIndex]["textItem"] = GUIManager:CreateTextItem()
self.talkers[clientIndex]["curTalkingIndex"]=1;
end
local alreadyTalking = self.talkers[clientIndex]["textItem"]:GetIsVisible()
if(not alreadyTalking) then
self.numTalkers=self.numTalkers+1;
self.talkers[clientIndex]["curTalkingIndex"] = self.numTalkers;
end
self.talkers[clientIndex]["textItem"]:SetFontSize(GUIScale(16))
self.talkers[clientIndex]["textItem"]:SetAnchor(GUIItem.Left, GUIItem.Center)
self.talkers[clientIndex]["textItem"]:SetTextAlignmentX(GUIItem.Align_Min)
self.talkers[clientIndex]["textItem"]:SetTextAlignmentY(GUIItem.Align_Center)
self.talkers[clientIndex]["textItem"]:SetText(Scoreboard_GetPlayerData(clientIndex, kScoreboardDataIndexName))
self.talkers[clientIndex]["textItem"]:SetPosition(Vector(25, (self.talkers[clientIndex]["curTalkingIndex"] * GUIScoreboard.kPlayerItemHeight)+100, 0))
self.talkers[clientIndex]["textItem"]:SetIsVisible(true)
else
if(self.talkers[clientIndex] ~= nil) then
local alreadyTalking = self.talkers[clientIndex]["textItem"]:GetIsVisible()
if(alreadyTalking) then
self.numTalkers=self.numTalkers-1;
end
self.talkers[clientIndex]["textItem"]:SetIsVisible(false)
end
end
end
end
end
end<!--c2--></div><!--ec2-->
But I think in one of the next patches we will get a major menu redesign. Wacko said something like that when telling that you need a console command to change the locale. I hope that VOIP settings and testing will make it in, too.
This is needed along with a separate volume control, but yea I agree I am constantly finding myself asking others to repeat what they are saying.
I really don't like this, especially if I'm trying to hear something, or place a skulk sound
Yeah, I would really prefer a way to manually control the volumes. I know there is a current sound volume console command (ssv = set sound volume). Maybe they could just include a VoIP volume console command (svv = set voip volume)?
Just right click the little speaker icon in the task bar near the clock and select "recording devices"
(the name may differ, because I use a german version...)
In the upcoming window click the most right tab "communications"
Then select downgrade volume to 50%
It works, but it is a little annoying as well, because there is no smooth fading... it just cuts from 100% to 50% and back to 100%.
Add that as a option instead of forcing it, and a option to adjust just the incoming mic voices.