GodotVoipNet is a .NET 8 overhaul of the Godot Voip Library for Godot 4+
- Godot Engine 4+
(Multiplayer Peer is Required)
- Download the newest package and move it into the Godot Project.
- Select the addons/GodotVoipNet/ folder and move it into your Godot project. (Note: make sure the structure is still res://addons/GodotVoipNet/)
- Enable the Project Audio Settings and enable Input
- Go to plugins and enable the plugin
- Add a voice instance to your player scene OR a Voice Orchestrator to the scene. (Must be instantiated AFTER the Multiplayer setup is completed)
- Get a reference to the instance and set
IsRecording = true
- (If there are issues, make sure you have a camera attached. See the example for a full minimal reproduceable sample) Example:
private VoiceInstance _voiceInstance = null!;
public override void _Ready()
{
if (!IsMultiplayerAuthority()) { return; }
_voiceInstance = GetNode<VoiceInstance>("VoiceInstance");
_voiceInstance.IsRecording = true;
}
Type | Name | Description |
---|---|---|
bool | IsRecording |
If true, will transmit data to the other VoiceInstance instances. |
bool | ShouldListen |
If true, will play microphone data to the instance recording |
float | InputThreshold |
Value above which microhphone data will be sent. < 0 will disable |
float | IsStereo |
If True, Audio will listen and send from the left and the right respectively |
float | IsPositional |
If True, Audio will follow the global position of the Node3D Parent of the Voice Instance |
Type | Name | Description |
---|---|---|
bool | IsRecording |
If true, will transmit data to the other VoiceInstance instances. |
bool | ShouldListen |
If true, will play microphone data to the instance recording |
float | InputThreshold |
Value above which microhphone data will be sent. < 0 will disable |
float | IsStereo |
If True, Audio will listen and send from the left and the right respectively |
float | IsPositional |
If True, Audio will follow the global position of the Node3D Parent of the Voice Instance |
If you would like to contribute, please feel free to submit a pull request. There are some essential elements that are required for immediate running of the project.
- The Location of you Godot Engine EXE (For the build and test process) must be at
C:\Program Files (x86)\Godot\Godot_v4.2.1-stable_mono_win64\Godot_v4.2.1-stable_mono_win64.exe
- If you are using a different location, you will need to update the following:
- Properties/launchSettings.json path
- .runsettings path (for tests)
- The project is built using Visual Studio 2022. Visual Studio Code is not supported at this time.