blacktwister Posted July 26, 2018 Share Posted July 26, 2018 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=8e8e4fa1d5f1d1c10fbec3f2aae5b3ccand 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 ? Link to comment Share on other sites More sharing options...
Administrators davidebeatrici Posted August 29, 2018 Administrators Share Posted August 29, 2018 Hi,The value of state is probably false, set it to true. Link to comment Share on other sites More sharing options...
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