Open Kaleb-Reid opened 2 days ago
For the record I am using Pipewire under Linux but I don't think that should have an effect on the results. 44100 / 50 (the default audiosamplechunks) = 882 after all.
Hi @Kaleb-Reid - I'm a pal of the guy behind this awesome extension and I feel sure he would love to receive a PR with any improvements to the documentation to address issues you faced? @goatchurchprime really wants this to be trivial for Godot developers to just "plug in and go" (because you're worth it!)
Hi @Kaleb-Reid - I'm a pal of the guy behind this awesome extension and I feel sure he would love to receive a PR with any improvements to the documentation to address issues you faced? @goatchurchprime really wants this to be trivial for Godot developers to just "plug in and go" (because you're worth it!)
Honestly my biggest issue with the documentation is that it took me a long time to understand what the descriptions in the readme meant (longer than I should expect for myself) and that the documentation I've come to expect in the rest of Godot (for the majority of it) was absent. I would love to write documentation if I can communicate with someone and get to understand what everything in the extension means.
Well I can't speak for @goatchurchprime but that seems an excellent idea and I know he's always pleased to chat to people about this.
Can I humbly make another suggestion? I would love to see a list of examples that use this plugin so perhaps when your game is up and running we could add a section with "places where this plugin is being used" or something? :)
Well I can't speak for @goatchurchprime but that seems an excellent idea and I know he's always pleased to chat to people about this.
Can I humbly make another suggestion? I would love to see a list of examples that use this plugin so perhaps when your game is up and running we could add a section with "places where this plugin is being used" or something? :)
While the game is pretty early in development I will definitely try to fairly credit the efforts put into this project once it's out / if it makes it through development. Otherwise if I learn anything useful along the way I can try to give that back.
I've been working to incorporate this amazing extension into the game that I've been developing to overcome the fact that somehow godot doesn't have a codec available for voip purposes at version 4.3, and so far I've been able to solve most of the issues I've encountered with it (mostly revolving around documentation issues). Also to note is that I've been using the extension with the native godot nodes such as AudioEffectCapture along with functions such as AudioEffectOpusChunked.chunk_to_opus_packet() and chunk_resample().
One issue that I've just solved and was unsure if it's a bug or not is that the default audiosamplesize for the AudioEffectOpusChunked node is 881 frames, which seems to conflict with the example project which uses 882 frames. In a default project using a mix rate of 44100 hz, a sample size of 881 causes audio crackling, and after changing it to 882 it completely removed the crackling.
Maybe there are reasons that I'm unaware of, but considering that the project under the example folder uses a sample size of 882 frames, and that doesn't crackle, my assumption is that it should be the default?