// Debug const { DebugBuilder } = require("../utilities/debugBuilder.js"); const log = new DebugBuilder("client", "commandController"); // Modules const { joinVoiceChannel, VoiceConnectionStatus, getVoiceConnection } = require("@discordjs/voice"); const { OpusEncoder } = require("@discordjs/opus"); // Utilities const {replyToInteraction} = require("../utilities/messageHandler.js"); const {createAudioInstance} = require("../controllers/audioController.js"); // Declare the encoder const encoder = new OpusEncoder(48000, 2); /** * Join the specified voice channel * * @param interaction Message interaction from discord * @param {string||any} guildID The specified Guild ID if this function is run from the client instead of from an interaction in Discord * @param {string||any} channelID The channel ID to join * @param guild The guild object to be used to create a voice adapter * @param {function} callback The callback that will be needed if this function is run with a Guild ID instead of an interaction */ exports.join = async function join({interaction= undefined, guildID= undefined, channelID = undefined, guildObj = undefined, callback = undefined}){ if (interaction){ const voiceChannel = interaction.options.getChannel('voicechannel'); channelID = voiceChannel.id; guildID = interaction.guildId; guildObj = interaction.guild; if (interaction) replyToInteraction(interaction, `Ok, Joining ${voiceChannel.name}`); } log.DEBUG("Channel ID: ", channelID) log.DEBUG("Guild ID: ", guildID) const voiceConnection = await joinVoiceChannel({ channelId: channelID, guildId: guildID, adapterCreator: guildObj.voiceAdapterCreator, selfMute: false, selfDeaf: false, }); const audioInstance = await createAudioInstance(); log.VERBOSE("Audio Instance: ", audioInstance); audioInstance.on('data', buffer => { //buffer = Buffer.from(buffer); log.VERBOSE("Audio buffer: ", buffer); const encodedBuffer = encoder.encode(buffer); // TODO Add a function here to check the volume of either buffer and only play audio to discord when there is audio to be played voiceConnection.playOpusPacket(encodedBuffer); }) // Exit the audio handler when the bot disconnects voiceConnection.on(VoiceConnectionStatus.Destroyed, () => { audioInstance.quit(); }) audioInstance.start(); if (guildID && callback) return callback(); else return; } /** * If in a voice channel for the specified guild, leave * * @param interaction Message interaction from discord * @param guildID * @param callback */ exports.leave = async function leave({interaction = undefined, guildID= undefined, callback = undefined}) { if(interaction) { guildID = interaction.guild.id; } const voiceConnection = getVoiceConnection(guildID); let response; if (!voiceConnection){ response = "Not in a voice channel." if (interaction) return replyToInteraction(interaction, response); else callback(response); } voiceConnection.destroy(); response = "Goodbye" if (interaction) return replyToInteraction(interaction, response); else callback(response); } /** * Get the voice status of the bots * @param {*} param0 * @returns */ exports.status = async function status({interaction= undefined, guildID= undefined, callback = undefined}) { //if (!interaction && !guildID) // Need error of sorts if (interaction){ guildID = interaction.guild.id; } const voiceConnection = getVoiceConnection(guildID); const statusObj = { "guildID": guildID, "voiceConnection": typeof g !== 'undefined' ? true : false // True if there is a voice connection, false if undefined } log.DEBUG('Status Object: ', statusObj); // get the status and return it accordingly (message reply / module) if (interaction) { return replyToInteraction(interaction, "Pong! I have Aids and now you do too!"); } else { callback(statusObj); } }