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ZDaemon Voice Chat Manual

 
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Flambeau
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Joined: 15 Jun 2017
Location: The Netherlands

PostPosted: Fri Apr 19, 2019 7:39 pm    Post subject: ZDaemon Voice Chat Manual Reply with quote

Often players ask "how to do voicechat?" or "How to block someone's voice?"
It might be that you want to know some other things about the Voice Chat in the ZDaemon Client. For that there has been made a manual.
Below is the manual which you can also download from here

ZDAEMON VOICE CHAT
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QUICK INSTRUCTIONS FOR CLIENTS
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BIND KEYS:
To use the voice chat you first need to go to 'Options -> Customize Controls' and bind a key to 'Voice Chat' (default: f) and 'Quick Mute' (default: m).

USE VOICE:
When you keep the 'Voice Chat' key pressed in a voice enabled server you can talk to other players.

MUTE PLAYERS:
When you want to mute another player just bring up the quick mute menu by pressing the 'Quick Mute' key and select its number.
(for more details check point 11. in this document)

HEAR OWN VOICE:
When you want to hear your own voice join an empty voice enabled server, keep the 'Voice Chat' key pressed and talk. The server will echo your voice back to you.

ADJUST SOUND DAMPENING:
When you want to adjust the dampening of other sounds while you are recording or someone is talking go to 'Options -> Sound Options' and adjust 'Sound Dampening (own)' or 'Sound Dampening (others)', respectively.
(for more details check point 12. and 13. in this document)

DISABLE/ENABLE VOICE:
To disable voice chat altogether you can go to 'options->sound options' and select the lowest 'voice chat volume'. Selecting a higher volume re-enables it.

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This document describes the various controls pertaining to ZDaemon's voice chat capabilities. As voice chat has a much larger abuse potential than normal text chat, we have to provide many more control options than the usual.
We will describe those options first, followed by various user interface options on the client.

First we want to give the server admin an option about enabling/disabling voice chat on the server. That guy should have the final say on that matter, as he's the one footing the bandwidth bill. Therefore, we need:

1. A server CVAR to enable voice chat on the server.
sv_voice_chat [0..2]
0 = disable
1 = within teams only
2 = everyone
Default value is 1. Coop/Survival chat counts as "team chat". The value of "2" will be enabled only on private or passworded servers.

2. A server CVAR to control max. voice quality
sv_voice_max_quality [1..7]
Higher quality values result in higher bit rates. Default quality on the clients is 3. Default max. quality on the server is 5.

Qual. bps Description
1 5950 Very noticeable artifacts/noise
2-3 8000 Artifacts/noise sometimes noticeable
4-5 11000 Artifacts usually noticeable only with headphones
6-7 15000 Need good headphones to tell the difference

Then, we need "mirror" options on the client side:

3. A client CVAR to enable voice chat for the given client.
voice_chat [0..2]
0 = disable
1 = within teams only
2 = everyone
The effective upper limit of this CVAR will be the one from the server. The client will be able to decrease the allowable value: not increase it.

4. A client CVAR to control its own voice encoding quality:
voice_quality [1..7]
Defaults to 4 on the client. See description of sv_voice_max_quality for the admissible values. The effective voice quality will be the max. of voice_quality and sv_voice_max_quality.

And one more client option about spectators:

5. A client CVAR to enable voice chat from/to spectators (while playing rather than spectating of course):
voice_spectators [true/false]

The client preferences go to the server which is then responsible for forwarding the appropriate packets to the appropriate people. If for example you say that you want no voice chat, then your net connection will not
be burdened in any way.

Clients also need finer chat control regarding people. The general idea goes like this: the client selects the "default policy" (allow or block), and then specifies exceptions (and counter-exceptions) to the policy. The exceptions
and counter-exceptions will be specified via a "block list" (ie., a blacklist: anyone on that list will be blocked) and an "allow list" (ie., a whitelist: anyone on that list will be allowed). The algorithm for determining
whether a nick is allowed or not goes like this:

I. If the default policy is "allow":
a. First check if the nick is in the allow list. If so, let it through.
b. Then check if it is in the block list. If so, block it.
c. If there are no matches above, then apply the default rule (allow).

II. If the default policy is "block":
a. First check if the nick is in the block list. If so, block it.
b. Then check if it is in the allow list. If so, let it through.
c. If there are no matches above, then apply the default rule (block).

Therefore, we need the following CVARs/CCMDs on the client:

6. A client CVAR:
voice_default_allow [true/false]
Specifies the default policy.

7. A client CVAR:
voice_allow [nick ...]
Space delimited list of nicks you always want to allow. The total length of all nicks in this list should not exceed 700 chars. Nicks can contain wildcards using the * and ? characters.

8. Some client CCMDs:
voice_allow_add <nick> ...
voice_allow_remove <nick> ...
voice_allow_clear
Utility commands to facilitate the manipulation of the voice_allow CVAR.

9. A client CVAR:
voice_block [nick ...]
Space delimited list of nicks you always want to block. The total length of all nicks in this list should not exceed 700 chars. Nicks can contain wildcards using the * and ? characters.

10. Some client CCMDs:
voice_block_add <nick> ...
voice_block_remove <nick> ...
voice_block_clear
Utility commands to facilitate the manipulation of the voice_block CVAR.

11. A client CCMD:
voice_quickmute
When this command is issued a numbered list of all players that were talking in the last 60 seconds is shown in sitreps place. If one of the available numbers is pressed the player is added to your block list or
removed from your allow list. Pressing any other key closes the menu.

We also need several user interface additions/changes on the client:

12. A client CVAR:
voice_overdrive <floating_point_value>
This controls how much other sounds will get dampened when someone speaks. It can range from 1.0 (no dampening) to 11.0 (full dampening) and defaults to 4.0.
E.g. when set to 2.0 other sounds volume will be at 90%, 3 = 80% etc.

13. A client CVAR:
voice_overdrive2 <floating_point_value>
This controls how much other sounds will get dampened when you are recording. It can range from 1.0 (no dampening) to 11.0 (full dampening) and defaults to 4.0.
E.g. when set to 2.0 other sounds volume will be at 90%, 3 = 80% etc.

14. A client CVAR:
voice_shownames [true/false]
When this is enabled, you see a small panel with the names of the people currently talking. This panel is shown ONLY when sitrep is OFF (the reason for that will become apparent in a second). Default
value is true.

15. A modification to the sitrep display:
sitrep <integer_value>
Since many people use sitrep in team modes, it made sense to add the voice display there rather than forcing people to use a separate panel (as with voice_shownames). The information displayed by sitrep is
controled by the integer parameter. It can take the values of:
2: show health/armor
4: show location (as determined by sectinfo)
8: show voice
You can add the above values to produce any desired combination (for example, "sitrep 10" shows health/armor/voice but no location). Also, 1 is a special value which means "everything"; that's in fact the
default value of the sitrep CVAR.

Finally, we provide a few CVARs to control the microphone graphic that appears on the client while talking:

16. A client CVAR:
mic_show [1/0]
Indicates whether we want the microphone graphic or not. Default value is 1.

17. Two client CVARs:
mic_x <integer_value>
mic_y <integer_value>
Those CVARs control the placement of the graphic on screen. They're expressed in pixels; negative values indicate distance from end of screen in the respective direction. Default values are -49 and 150 respectively.

18. A client CVAR:
mic_scale <floating_point_value>
specifies the desired scaling of the graphic; it can take any value from 0.2 (ie., 20%) to 4 (ie., 400%). Default value is 1.

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