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Mumble Audio positional plugin


blacktwister
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Hi,

I try to make mumble audio positional plugin with this tutorial (https://wiki.mumble.info/wiki/Pluginguide#Tools_Needed) for the game Mount and Blade Warband.


I have found adresse : https://gyazo.com/f9552ddf1d6d57bdcc449ca77b4019af?token=8e8e4fa1d5f1d1c10fbec3f2aae5b3cc


and this is my code

// Copyright 2005-2016 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.

#include "../mumble_plugin_win32.h" // Include standard plugin header.

static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front, float *camera_top, std::string &context, std::wstring &identity) {
for (int i=0;i<3;i++) {
	avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
}

// Boolean values to check if game addresses retrieval is successful and if the player is in-game
       bool ok, state;
       // Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system
float avatar_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3];

// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(pModule + 0xA625AC, &state, 1) && // Magical state value: 1 when in-game and 0 when in main menu.
	peekProc(pModule + 0x1D99484, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y, respectively).
	peekProc(pModule + 0xDD8A64, avatar_front_corrector, 12) && // Avatar Front Vector values (X, Z and Y, respectively).
	peekProc(pModule + 0xA6293C, avatar_top_corrector, 12); // Avatar Top Vector values (X, Z and Y, respectively).

// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses.
if (! ok) {
	return false;
}

if (! state) { // If not in-game
	context.clear(); // Clear context
	identity.clear(); // Clear identity
	// Set vectors values to 0.
	for (int i=0;i<3;i++)
		avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] =  camera_front[i] = camera_top[i] = 0.0f;
	
	return true; // This tells Mumble to ignore all vectors.
}

       /*
Mumble | Game
X      | X
Y      | Z
Z      | Y
*/
avatar_pos[0] = avatar_pos_corrector[0];
avatar_pos[1] = avatar_pos_corrector[2];
avatar_pos[2] = avatar_pos_corrector[1];

avatar_front[0] = avatar_front_corrector[0];
avatar_front[1] = avatar_front_corrector[2];
avatar_front[2] = avatar_front_corrector[1];

avatar_top[0] = avatar_top_corrector[0];
avatar_top[1] = avatar_top_corrector[2];
avatar_top[2] = avatar_top_corrector[1];

// Sync camera with avatar
for (int i=0;i<3;i++) {
	avatar_pos[i]/=32.0f; // Scale to meters
	camera_pos[i] = avatar_pos[i];
	camera_front[i] = avatar_front[i];
	camera_top[i] = avatar_top[i];
}

return true;
}

static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {

if (! initialize(pids, L"mb_warband.exe")) { // Retrieve game executable's memory address
	return false;
}

// Check if we can get meaningful data from it
float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
std::wstring sidentity;
std::string scontext;

if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
	return true;
} else {
	generic_unlock();
	return false;
}
}

static const std::wstring longdesc() {
return std::wstring(L"Steam Version"); // Plugin long description
}

static std::wstring description(L"Mumble for M&B Warband"); // Plugin short description
static std::wstring shortname(L"M&B Mumble"); // Plugin short name

static int trylock1() {
return trylock(std::multimap<std::wstring, unsigned long long int>());
}

static MumblePlugin gameplug = {
MUMBLE_PLUGIN_MAGIC,
description,
shortname,
NULL,
NULL,
trylock1,
generic_unlock,
longdesc,
fetch
};

static MumblePlugin2 gameplug2 = {
MUMBLE_PLUGIN_MAGIC_2,
MUMBLE_PLUGIN_VERSION,
trylock
};

extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &gameplug;
}

extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &gameplug2;
}

 

I compile with the visual microsoft studio 2010 express, with win32 header, its ok no error, i take the .dll file, i put it in my plugin folder. I launch mumble 1.2.xx , the game. Mumble detect the game, but in my PAHelper receive nothing, all values are in 0, and the plugin doesnt work :/ (i have activate all options for positional audio but apparently the problem is : the plugin doesnt work, he send nothing to mumble :/ no value for position, front or top vector... but adresse are apparently good...)


Do you have an idea for help me ?

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