| @@ -11,16 +11,16 @@ Information is not guaranteed to be accurate. | |||
| ## Installing | |||
| Audio requires two native libraries, `libsodium` and `opus`. | |||
| Both of these libraries must be placed in the runtime directory of your | |||
| bot. (When developing on .NET Framework, this would be `bin/debug`, | |||
| when developing on .NET Core, this is where you execute `dotnet run` | |||
| Audio requires two native libraries, `libsodium` and `opus`. | |||
| Both of these libraries must be placed in the runtime directory of your | |||
| bot. (When developing on .NET Framework, this would be `bin/debug`, | |||
| when developing on .NET Core, this is where you execute `dotnet run` | |||
| from; typically the same directory as your csproj). | |||
| For Windows Users, precompiled binaries are available for your | |||
| For Windows Users, precompiled binaries are available for your | |||
| convienence [here](https://discord.foxbot.me/binaries/). | |||
| For Linux Users, you will need to compile [Sodium] and [Opus] from | |||
| For Linux Users, you will need to compile [Sodium] and [Opus] from | |||
| source, or install them from your package manager. | |||
| [Sodium]: https://download.libsodium.org/libsodium/releases/ | |||
| @@ -28,7 +28,7 @@ source, or install them from your package manager. | |||
| ## Joining a Channel | |||
| Joining a channel is the first step to sending audio, and will return | |||
| Joining a channel is the first step to sending audio, and will return | |||
| an [IAudioClient] to send data with. | |||
| To join a channel, simply await [ConnectAsync] on any instance of an | |||
| @@ -36,67 +36,76 @@ To join a channel, simply await [ConnectAsync] on any instance of an | |||
| [!code-csharp[Joining a Channel](samples/joining_audio.cs)] | |||
| The client will sustain a connection to this channel until it is | |||
| >[!WARNING] | |||
| >Commands which mutate voice states, such as those where you join/leave | |||
| >an audio channel, or send audio, should use [RunMode.Async]. RunMode.Async | |||
| >is necessary to prevent a feedback loop which will deadlock clients | |||
| >in their default configuration. If you know that you're running your | |||
| >commands in a different task than the gateway task, RunMode.Async is | |||
| >not required. | |||
| The client will sustain a connection to this channel until it is | |||
| kicked, disconnected from Discord, or told to disconnect. | |||
| It should be noted that voice connections are created on a per-guild | |||
| basis; only one audio connection may be open by the bot in a single | |||
| guild. To switch channels within a guild, invoke [ConnectAsync] on | |||
| It should be noted that voice connections are created on a per-guild | |||
| basis; only one audio connection may be open by the bot in a single | |||
| guild. To switch channels within a guild, invoke [ConnectAsync] on | |||
| another voice channel in the guild. | |||
| [IAudioClient]: xref:Discord.Audio.IAudioClient | |||
| [ConnectAsync]: xref:Discord.IAudioChannel.ConnectAsync* | |||
| [RunMode.Async]: xref:Discord.Commands.RunMode | |||
| ## Transmitting Audio | |||
| ### With FFmpeg | |||
| [FFmpeg] is an open source, highly versatile AV-muxing tool. This is | |||
| [FFmpeg] is an open source, highly versatile AV-muxing tool. This is | |||
| the recommended method of transmitting audio. | |||
| Before you begin, you will need to have a version of FFmpeg downloaded | |||
| and placed somewhere in your PATH (or alongside the bot, in the same | |||
| location as libsodium and opus). Windows binaries are available on | |||
| Before you begin, you will need to have a version of FFmpeg downloaded | |||
| and placed somewhere in your PATH (or alongside the bot, in the same | |||
| location as libsodium and opus). Windows binaries are available on | |||
| [FFmpeg's download page]. | |||
| [FFmpeg]: https://ffmpeg.org/ | |||
| [FFmpeg's download page]: https://ffmpeg.org/download.html | |||
| First, you will need to create a Process that starts FFmpeg. An | |||
| example of how to do this is included below, though it is important | |||
| First, you will need to create a Process that starts FFmpeg. An | |||
| example of how to do this is included below, though it is important | |||
| that you return PCM at 48000hz. | |||
| >[!NOTE] | |||
| >As of the time of this writing, Discord.Audio struggles significantly | |||
| >with processing audio that is already opus-encoded; you will need to | |||
| >As of the time of this writing, Discord.Audio struggles significantly | |||
| >with processing audio that is already opus-encoded; you will need to | |||
| >use the PCM write streams. | |||
| [!code-csharp[Creating FFmpeg](samples/audio_create_ffmpeg.cs)] | |||
| Next, to transmit audio from FFmpeg to Discord, you will need to | |||
| pull an [AudioOutStream] from your [IAudioClient]. Since we're using | |||
| Next, to transmit audio from FFmpeg to Discord, you will need to | |||
| pull an [AudioOutStream] from your [IAudioClient]. Since we're using | |||
| PCM audio, use [IAudioClient.CreatePCMStream]. | |||
| The sample rate argument doesn't particularly matter, so long as it is | |||
| a valid rate (120, 240, 480, 960, 1920, or 2880). For the sake of | |||
| The sample rate argument doesn't particularly matter, so long as it is | |||
| a valid rate (120, 240, 480, 960, 1920, or 2880). For the sake of | |||
| simplicity, I recommend using 1920. | |||
| Channels should be left at `2`, unless you specified a different value | |||
| Channels should be left at `2`, unless you specified a different value | |||
| for `-ac 2` when creating FFmpeg. | |||
| [AudioOutStream]: xref:Discord.Audio.AudioOutStream | |||
| [IAudioClient.CreatePCMStream]: xref:Discord.Audio.IAudioClient#Discord_Audio_IAudioClient_CreateDirectPCMStream_Discord_Audio_AudioApplication_System_Nullable_System_Int32__System_Int32_ | |||
| Finally, audio will need to be piped from FFmpeg's stdout into your | |||
| AudioOutStream. This step can be as complex as you'd like it to be, but | |||
| for the majority of cases, you can just use [Stream.CopyToAsync], as | |||
| Finally, audio will need to be piped from FFmpeg's stdout into your | |||
| AudioOutStream. This step can be as complex as you'd like it to be, but | |||
| for the majority of cases, you can just use [Stream.CopyToAsync], as | |||
| shown below. | |||
| [Stream.CopyToAsync]: https://msdn.microsoft.com/en-us/library/hh159084(v=vs.110).aspx | |||
| If you are implementing a queue for sending songs, it's likely that | |||
| you will want to wait for audio to stop playing before continuing on | |||
| to the next song. You can await `AudioOutStream.FlushAsync` to wait for | |||
| If you are implementing a queue for sending songs, it's likely that | |||
| you will want to wait for audio to stop playing before continuing on | |||
| to the next song. You can await `AudioOutStream.FlushAsync` to wait for | |||
| the audio client's internal buffer to clear out. | |||
| [!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)] | |||