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Audio can be played with support by passing one of the following into
the `Handler::play` method:
`serenity::ext::voice::{ffmpeg, pcm, ytdl}` functions, where
- `ffmpeg` accepts a path (such as a `File`);
- `pcm` accepts a raw reader source;
- `ytdl` accepts a URI, which works with everything youtube-dl supports:
<https://github.com/rg3/youtube-dl/blob/master/docs/supportedsites.md>
The source can be stopped via [`Handler::stop`].
Receive is supported through [`Handler::listen`], which accepts a
`serenity::ext::voice::AudioReceiver` implementation.
An example is provided in the form of the file located at
`./examples/07_voice.rs`, which can be run by cloning the repo and
performing the command `cargo run --example 07_voice`. Prior to running
the command, set a bot token as the value of the env variable
`DISCORD_TOKEN`. The example supports:
- `deafen`: deafens the bot;
- `join`: joins a voice channel by ID. The example is a primitive
implementation, and requires the ID of the channel to be passed to the
bot as a command of `~join 131937933270712320`;
- `leave`: leaves the current voice channel, if in one;
- `mute`: mutes the bot and will continue to play source audio;
- `play`: plays source audio from a URI, through a command like
`~play https://www.youtube.com/watch?v=5KJjBRm0ElA`;
- `ping`: responds with "Pong!" to ensure the bot is working properly;
- `undeafen`: undeafens the bot, if that's actually a word;
- `unmute`: unmutes the bot.
Documentation for audio can be found at:
<https://serenity.zey.moe/serenity/ext/voice/index.html>
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Re-organize the client module, creating a `gateway` submodule, and
splitting the connection into separate files in it.
The connection was a conglomeration of a number of purposes, most of
which are actually used elsewhere in the library and/or exposed to the
user. Thus, it makes sense to separate each item in a gateway-specific
module.
By splitting the client module further, this is a re-organization for
preliminary RPC support WRT the Client.
Additionally, rename the Connection struct to a Shard. The Connection
itself was not the actual connection, and was a higher-level interface
to the real connection logic. A Shard is a more accurate representation
of what it actually is.
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