Major Change Log:
* upgrade to Forge for MC 1.11
* mod name converted to lower case (fixes #13)
Downloads for Addon-Developers
these are quick-and-dirty releases, there are no separate downloads clone the GitHub-Project or use the jars above
Generally you are free to distribute it with your private (or public, or commercial) mod-packs as specified by LGPLv3.
That being said, it virtually means no restrictions apply except that you should inform users that your mod-pack contains this mod and that it is licensed under LGPLv3.
Feel free to drop a note and a link in this thread. It might give you some more users and I simply am curious to see where it is used (totally optional!).
Could one of the devs maybe take a look at this issue? I just encountered it and tried using 5 different versions of mumbleLink, but it doesn't work, unfortunately... The location is not being updated through CrossTalk, and it keeps players locations set to where the spawn is, meaning there's no positional audio whatsoever! More info here: https://github.com/zsawyer/MumbleLink/issues/14
We are discussing the potential to add sound physics into VOIP. This would mean the players you are playing with would sound like they're speaking from the position of their avatar within the game. Currently, sounds in the game play as a flat effect file, attenuated slightly from distance and adjusted positionally, but that's it. The original sound physics mod demonstration shows how much of a difference adding reverb and occlusion makes.
It means sounds eco and are dampened if they originate from behind thick walls. MumbleLink enhances VOIP somewhat, but not beyond vanilla minecraft standards. It's restricted to basic positional adjustments. If someone is speaking from behind a 3m thick wall you can hear them perfectly as if they were 3m away standing in the same room as you.
I've submitted a feature request to mumble to add sound physics to VOIP. This means that you would hear your co-players voice eco in a cave or mute in the snow. The sound of someone else's voice shouting as your character was underwater would be muted and wobbly. Your voice would bubble up to them garbled. Mumble is open source, so anyone can contribute.
Just like the sound physics mod, the VOIP client would have to know the hardness of the surrounding materials, which could be configured. An input config string or config file could help streamline things for players. As for the map data itself, some games have extractable map data, for others a user provided 3-d replica could be used. Having multiple input methods for map data would increase compatibility between games. In the rare instance where map data is both variable and non-extractable it may not be possible.
For data transmission reverb can be applied before transmitting, and occlusion and attenuation can be processed on the other end given the proper coordinates. I don't think any additional data would need to be sent. Occlusion is a cheap algorithm to run, depending on how many lines of reflection you want. More reflection means more realistic sound bouncing around corners, but also higher processing requirements. Mumble already does attenuation.