Closed matekdev closed 1 year ago
i agree, but i think it should be hardcoded to a certain keybind and not allowed to be binded on any other key
There should be no such thing. This is rife for abuse like how it was in gmod. Imagine having a private conversation only to find out it's been secretly being broadcasted to the whole server or recorded.
Yeah that makes sense, I'd suggest either some obvious indicator in-game to let the player know their microphone is being used.
Otherwise yeah, the privacy issue is a big problem here. I know the windows taskbar indicator when a microphone is being used. But, I don't believe that is enough indication imo.
I can totally understand skipping out on something like this and forcing the bind to a single button. I'll leave this issue up and let the fp devs decide.
for now, let's not - maybe we'll go against this in a year's time
What it is?
Right now, voice chat is triggered automatically somewhere in engine depending on which key you assign "voice". What if, your game had two forms of communication, one button that would voice chat to everyone, and another button that chats to your team. This is currently impossible with the current setup.
What should it be?
Voice chat is the only button that is not called within our games code, I think it probably should be. Give us the ability to trigger voice chat using an input button somewhere in the game loop. I would remove
CanHearPlayerVoice
and instead allow us to pass in the clients that should receive the incoming voice chat. For instance...I'm open to hear your thoughts and feedback.