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