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Discord.Net/docs/guides/voice.md
Christopher F 6a0f41a4dc Add voice guide
2017-01-26 15:50:55 -05:00

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# Voice
**Information on this page is subject to change!**
>[!WARNING]
>Audio in 1.0 is incomplete. Most of the below documentation is untested.
## Installation
To use Audio, you must first configure your [DiscordSocketClient]
with Audio support.
In your [DiscordSocketConfig], set `AudioMode` to the appropriate
[AudioMode] for your bot. For most bots, you will only need to use
`AudioMode.Outgoing`.
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig
[AudioMode]: xref:Discord.Audio.AudioMode
### Dependencies
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
convienence [here](https://discord.foxbot.me/binaries/)
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/
[Opus]: http://downloads.xiph.org/releases/opus/
## Joining a Channel
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
@Discord.IVoiceChannel.
[!code-csharp[Joining a Channel](samples/joining_audio.cs)]
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
another voice channel in the guild.
[IAudioClient]: xref:Discord.Audio.IAudioClient
[ConnectAsync]: xref:Discord.IVoiceChannel#Discord_IVoiceChannel_ConnectAsync
## Transmitting Audio
### With FFmpeg
[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
[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
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
>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
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
simplicity, I recommend using 1920.
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_CreatePCMStream_System_Int32_System_Int32_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
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
the audio client's internal buffer to clear out.
[!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)]