v10networkscom / saltychat-fivem

FiveM implementation of Salty Chat (TeamSpeak 3 based Voice Plugin)
https://gaming.v10networks.com
GNU General Public License v3.0
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[FIXED #50] Radio Speaker - Issue when player turns off the Speaker #50

Closed xPiwel closed 3 years ago

xPiwel commented 3 years ago

Hello,

Using 2.2.0.

Found an issue where the radio speaker keeps sending members voice when the client turns off his speaker.

Details of my issue (repro) :

Here is my client side : function Radio:Speaker() local getPlayerRadioSpeaker = exports.saltychat:GetRadioSpeaker() if not getPlayerRadioSpeaker then TriggerServerEvent("radio:setRadioSpeaker", true) else TriggerServerEvent("radio:setRadioSpeaker", false) end end

Here is my server side: RegisterServerEvent("radio:setRadioSpeaker") AddEventHandler("radio:setRadioSpeaker",function(getPlayerRadioSpeaker) exports.saltychat:SetPlayerRadioSpeaker(source, getPlayerRadioSpeaker) end)

Thanks !

xPiwel commented 3 years ago

Here is a screen of TeamSpeak,

[1] is Player C > [6] is Player A. They are close to eachother

[3] is Player B, 500m away from Player A and C but look : https://prnt.sc/zmrvhx

BlackFlash5 commented 3 years ago

Since i don't have 2 other ppl to test with, can you test the above mentioned commit/branch?

xPiwel commented 3 years ago

Since i don't have 2 other ppl to test with, can you test the above mentioned commit/branch?

Will try tommorow. I'll post and close if resolved, else will provide issues.

Thanks for the fast answer!

xPiwel commented 3 years ago

Ok so, I've been testing the commit with Player A, B, C and a new one D. Made a lots of test trying to find an issue but everything seems fixed correctly !

We've tested every potential issue with the speaker function but everything is fine.

Issue fixed, thank you !

xPiwel commented 3 years ago

Hello @BlackFlash5 ,

I am reopening this issue cause we've got a new issue related since I've made the changes of your commit.

When a player joins a frequency, and leave it, he can still hear radios bips like if someone has sent voice on his frequency but he is not in any. I've provided you a video, you can see exactly what I am doing.

(Timecodes in the video are provided)

This did never happened before. Is it related ? Haven't made any changes on my radio script (only the changes for the speaker, that I've left above on the first comment).

Here is the video of the problem: https://youtu.be/xY1vysY_yV8

BlackFlash5 commented 3 years ago

I also need an extensive log for that since i don't know what the plugin receives through a video.

xPiwel commented 3 years ago

I've made a clean debug, put the logs of salty chat to extensive.

The all TeamSpeak logs are me doing this :

In this session, I haven't talked with anyone or got closer with anyone in game. You can find FiveM & TeamSpeak logs of the session below.

Logs : https://we.tl/t-2xOS4iNqgF

BlackFlash5 commented 3 years ago

Should be fixed with 2fdc29f, can you try it out and confirm that it's working?

xPiwel commented 3 years ago

Should be fixed with 2fdc29f, can you try it out and confirm that it's working?

Pushed right away your commit. Built the solution, I'll try this out with my players for the next 24 hours and will tell you or close this if resolved. Thanks again for your fast answer !

xPiwel commented 3 years ago

Hello @BlackFlash5,

Ok so my bad, after testing and a lots of complains from my players, we still got radio blip sounds and way more often than before.

I've made a new logs save. Here's what I did:

I did not even connected to any radio frequency in my session. In this session, I haven't talked with anyone or got closer with anyone in game.

Here are the TS3 and FiveM client logs : https://we.tl/t-LhMKNXQr4V

Waiting for your reply, thanks for your investigations

BlackFlash5 commented 3 years ago

Should be fixed in 2.2.1, which is on the testing branch right now. You can update and test. The plugin didn't check the Direct-flag and also played mic clicks for relayed radio communications.

xPiwel commented 3 years ago

Should be fixed in 2.2.1, which is on the testing branch right now. You can update and test.

Alright, I personally updated to 2.2.1 client side on my TeamSpeak. Will try it on and give feedback. If issue is resolved with 2.2.1, will it be on stable branch ? As a lot of my players does not really handle TeamSpeak as you can or I can do, so they won't all be able to go on testing branch correctly if you see what I mean lol

The plugin didn't check the Direct-flag and also played mic clicks for relayed radio communications.

Alright, I see what you mean. Thanks for explaining

xPiwel commented 3 years ago

Hola @BlackFlash5 !

2.2.1 have seems to completly fix the issue of the radio blip sounds. Would it be possible to merge the 2.2.1 from testing to stable branch please ?

Thanks a lot for your fixes ! (Sorry for closing / reopening below, You can close when you've seen this ;) )

xPiwel commented 3 years ago

Hello mate!

I allow myself to remind you on this subject, I did not ask my players to put on the testing version because many will not understand how to install it correctly, lol. But many people ask me if 2.2.1 is coming to stable very soon?

Thank you very much, once again! ♥

BlackFlash5 commented 3 years ago

Just brought 2.2.2 to the testing branch, if there are no complaints within the next 24h, it'll be flagged as stable.

xPiwel commented 3 years ago

Just brought 2.2.2 to the testing branch, if there are no complaints within the next 24h, it'll be flagged as stable.

One of my staff member and I just updated to 2.2.2. Will give you a feedback within the next 24h. Thanks!

xPiwel commented 3 years ago

Just brought 2.2.2 to the testing branch, if there are no complaints within the next 24h, it'll be flagged as stable.

Hey! After long day of using 2.2.2, no errors for 2 players and me testing it. Think it's ok for a push on stable branch! :)

BlackFlash5 commented 3 years ago

2.2.2 was pushed to stable yesterday. /closed

xPiwel commented 3 years ago

Thank you for all that fixes ! Have a nice week-end.