Hi, I was wondering if there's a way to detect when someone is speaking, like maybe a state for llGetAgentInfo that isn't listed on the wiki yet:
http://www.lslwiki.net/lslwiki/wakka.php?wakka=llGetAgentInfo
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detect speaking? |
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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03-03-2008 08:49
Hi, I was wondering if there's a way to detect when someone is speaking, like maybe a state for llGetAgentInfo that isn't listed on the wiki yet:
http://www.lslwiki.net/lslwiki/wakka.php?wakka=llGetAgentInfo _____________________
(Aelin 184,194,22)The Motion Merchant - an animation store specializing in two-person interactions |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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03-03-2008 09:02
Speaking? What do you mean? Are you talking about voice? If so, I don't think there's a way. I don't think you mean typing, since you mentioned llGetAgentInfo() yourself. If you mean the instant they hit enter and send a chat message, you're looking for llListen(), of course.
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Kahiro Watanabe
Registered User
Join date: 28 Sep 2007
Posts: 572
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03-03-2008 09:07
If you want to detect if someone is speaking near the area where your object scripted is you have to use listen event:
http://rpgstats.com/wiki/index.php?title=Listen And unsing a listener in channel 0 And there you have a script that generates a lot of lag . |
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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03-03-2008 09:17
Speaking? What do you mean? Are you talking about voice? If so, I don't think there's a way. I don't think you mean typing, since you mentioned llGetAgentInfo() yourself. Sorry I wasn't being specific, yeah I meant voice. I would love if there's a way to detect voice talking in the same way that you can use llGetAgentInfo to detect typing. If there isn't, I'll probably put it on JIRA because it shouldn't be hard to add a state; they already detect voice to trigger gestures after all. _____________________
(Aelin 184,194,22)The Motion Merchant - an animation store specializing in two-person interactions |
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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03-03-2008 09:34
yeah I TOTALLY wish we had a "llGetUserInfo(USER_SPEAKING)" or something. because GOSH how useful would it be to those of us WITHOUT voice, to be able to detect when others are speaking?
For that matter, I'd also like a feature to detect voice enabled/disabled. I mean sure visually IF we have voice enabled, we can see the little dots over people's heads, but it would be useful for some things to, perhaps, make scripts work differently if voice is enabled/disabled for a given user. (I can see a huge use for this in my shop. Voice enabled user pops in, and gets a notice informing them that I can not use voice myself, and therefore am unable to provide customer support via voice)... or perhaps some sort of landmark giver that hands out a landmark to the "voicer's lounge" or nonvoicers... whatever. I can see both such functions being useful. If you get JIRA's posted up, put links here, I'll go vots for em! _____________________
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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03-03-2008 10:20
...perhaps some sort of landmark giver that hands out a landmark to the "voicer's lounge" or nonvoicers... I keep a link to a voice awareness for non-voicers JIRA in my signature... Please check it out and add to the vote count if it's not closed again. (^_^)y _____________________
Somewhere in this world; there is someone having some good clean fun doing the one thing you hate the most. (^_^)y
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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03-03-2008 10:51
Oh that rift, sadly, does exist, and is big enough to park 2 Corellian Freighters and probably nudge in a few snub-fighters as well. Unfortunately a LOT of my friends use voice, which leaves the non-voicers in the room sitting around staring at silence. (and therefore increases DRAMATICALLY the chances that any OTHER non-voicers might be afk... it's a vicious circle).
But all that said, there ARE some uses for the ability to discern who has voice enabled/disabled from a script's perspective.. from the basics of only delivering the "Voice Rulesheet" for an RP sim to voice enabled users... to the extremes of actually constructing "security systems". The politics and ethics of this divide, I agree, are disturbing.. as someone who is affected by it daily. But I also know that there's use for the information. From "which escorts have voice enabled" to "which player on your team needs to see some chat because they CAN'T hear you". Special welcome kits for non-voicers, or whatever. I'm reminded of Ceera's comments on the jira.. such an LSL detectable piece of data would be heck of useful to send out a warning to voice enabled people that they are entering a no-voice zone. (just thought of one more).. imagine someone is giving a lecture via voice.. and therefore voice is enabled on the land. Let's say it's an important lecture/news conference, whatever. You could just as easily send out a periodic notice to all non-voice-enabled people that there is content going on in the voice channel, and they're encouraged to enable voice and participate. There's two sides to the issue.. and having access to the data of who is or isn't enabled.. it's valuable, just like all sorts of detectable stuff in SL... I think the potential for practical development of tools and applications far outweighs the potential for drama... regardless of what individuals or groups might use it for. _____________________
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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03-04-2008 11:12
Okay well it seems nobody knows, so there must not be a way. I'll make a JIRA and post it here.
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(Aelin 184,194,22)The Motion Merchant - an animation store specializing in two-person interactions |
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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03-04-2008 12:02
Actually. We all confirmed that it's not possible. I keep the JIRA in my signature. Please check it out. (^_^)
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Somewhere in this world; there is someone having some good clean fun doing the one thing you hate the most. (^_^)y
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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03-04-2008 12:22
it has occurred to me that we should ask to have the little green Voice blinky thing enabled, even for users who have voice disabled. After all, you can (almost) always tell when somebody is typing. You should be able to (almost) always see when someone is using public voice, too.
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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03-04-2008 12:29
Am I muted? (T_T)
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Somewhere in this world; there is someone having some good clean fun doing the one thing you hate the most. (^_^)y
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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03-04-2008 23:19
Technically it *IS* possible to detect when someone is talking on voice. MuzzleTalk does it for example. And I've also scripted something myself that does it.
The drawback: it only works when the avatar in question has a number of specific talking gestures active. (You can find them in the library and just drag them onto your avatar to activate them). There is a total of 16 or so different animations that will play once these gestures are set active. Detect those to know whether your Avatar is talking or not. |
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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03-05-2008 05:08
Technically it *IS* possible to detect when someone is talking on voice. MuzzleTalk does it for example.... _____________________
Somewhere in this world; there is someone having some good clean fun doing the one thing you hate the most. (^_^)y
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Nezu Garside
Custom titles are too sho
Join date: 12 Mar 2008
Posts: 40
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08-10-2008 19:20
Technically it *IS* possible to detect when someone is talking on voice. MuzzleTalk does it for example. And I've also scripted something myself that does it.
The drawback: it only works when the avatar in question has a number of specific talking gestures active. (You can find them in the library and just drag them onto your avatar to activate them). There is a total of 16 or so different animations that will play once these gestures are set active. Detect those to know whether your Avatar is talking or not. Not to dig up a dead thread or anything, but I don't exactly understand how one would detect the gestures being played. |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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08-11-2008 03:13
Not to dig up a dead thread or anything, but I don't exactly understand how one would detect the gestures being played. You can't detect gestures directly, but you can detect some of their effects. For example, you can detect chat output that they send on a particular channel (llListen()) and you can detect animations that they might play (llGetAnimationList()). |
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Nezu Garside
Custom titles are too sho
Join date: 12 Mar 2008
Posts: 40
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08-11-2008 17:46
You can't detect gestures directly, but you can detect some of their effects. For example, you can detect chat output that they send on a particular channel (llListen()) and you can detect animations that they might play (llGetAnimationList()). Right, but how does one connect that to detecting voice chat? Say like an Agent playing an anim when someone uses voice. |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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08-11-2008 18:36
Right, but how does one connect that to detecting voice chat? Say like an Agent playing an anim when someone uses voice. I'm guessing some of the gestures (and thus whatever chat messages and animations they play) are played automatically by the client when you are speaking. Look at the gestures and see if you can infer what chats to listen for or what animations to test on. Of course, the poster might have also said "gestures" when they meant "animations", which would make it a little simpler. |
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Nezu Garside
Custom titles are too sho
Join date: 12 Mar 2008
Posts: 40
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08-11-2008 21:23
I have looked into it and the stock SL voice anims are in fact gestures though I am finding a split between animations and gestures inside pieces that use gestured detected voice chat, or whatever you wish to call it. Furries, like myself, call it muzzle talk.
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