ODIN by 4Players

website·Indexed 33 days ago

https://docs.4players.io

A unified platform for real-time voice and game server management. It includes ODIN Voice, featuring SDKs for Unity, Unreal, Web, Swift, and Node.js for audio streaming and transcription, and ODIN Fleet, designed to simplify the deployment and management of game servers across a global network.

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What's inside ODIN

  1. Overview of OdinRoom for Unity

    The OdinRoom class is a Unity wrapper for OdinNative.Wrapper.Room. It allows voice chat rooms to be managed as Unity GameObjects, enabling the use of the Inspector, Hierarchy, and Context menus. It provides UnityEngine.Events.UnityEvent passthroughs for room events and includes helper functions for managing peer GameObjects.
    [AddComponentMenu("Odin/Instance/OdinRoom")]
    public class OdinRoom : MonoBehaviour, IRoom
  2. Overview of ODIN Fleet game server deployment

    ODIN Fleet is a platform for deploying and managing real-time, stateful game servers across a global network. It supports any game engine or platform and is suitable for both world-building games (stateful) and match-based games (stateless). There are two primary ways to deploy a game server: using a custom Docker Image or via Steamworks.
  3. Overview of the ODIN FMOD Studio Plugin

    The ODIN FMOD Studio Plugin is a DSP-based tool that connects FMOD Studio to ODIN Voice, decoding remote peer audio directly into the DSP output buffer.

    Critical Constraints:

    • Studio Only: This plugin is intended exclusively for use inside FMOD Studio. It must NOT be shipped in console, mobile, or web runtime builds. For production runtimes, integrate the ODIN SDK directly into the application.
    • Runtime Behavior: If hosted outside FMOD Studio (or in a runtime build), the plugin behaves as a simple passthrough (input copied to output) and does not mix ODIN audio.
    • Runtime Requirements: If a runtime event uses this DSP, the runtime will require the plugin binary at load time. Remove the DSP from runtime events or maintain Studio-only event/bank variants before building runtime banks.
  4. Overview of ODIN Communicator

    ODIN Communicator is a drop-in voice chat widget powered by ODIN and the ODIN Web SDK. It is designed for tight integration with Rooms and is suitable for building communities, hosting events, or providing lightweight voice chat for support services and 'get in touch' pages on a website.
  5. Overview of ODIN Voice SDK

    ODIN is a cross-platform SDK for integrating real-time voice chat into multiplayer games, applications, and websites. It supports both a managed cloud solution provided by 4Players GmbH and a self-hosted solution using the odin-server software for full deployment control.
  6. Overview of RoomCollection class

    The RoomCollection class is a collection of Room objects. It implements IReadOnlyCollection<Room>, IEnumerable<Room>, and IEqualityComparer<Room>, allowing it to be used for iterating over rooms and performing equality checks based on hash codes.
    public class RoomCollection : IReadOnlyCollection<Room>, IEnumerable<Room>, IEnumerable, IEqualityComparer<Room>
  7. Overview of the ODIN Wwise Adapter for Unreal (v1.x)

    The ODIN Wwise Adapter is an optional Unreal Engine plugin that provides an Audio Input Component (UAkOdinInputComponent). It allows the ODIN Voice Chat Plugin to forward audio data to the Wwise Audio Engine instead of the default Unreal Audio Engine, enabling audio designers to apply Wwise-specific properties, effects, and spatial audio processing to voice chat.
  8. Overview of ODIN Node JS SDK

    The ODIN Node JS SDK (v0.10.x) provides native Node.js bindings for the ODIN Native SDK, wrapping C++ code into a Node.js module. Unlike the Web SDK, this native version is optimized for bots and advanced use cases, specifically allowing developers to retrieve raw audio data from the ODIN server for recording or streaming audio into a room. Note that this SDK is currently in beta; the API is subject to change and it is not yet recommended for production use due to potential bugs or memory leaks.
  9. Overview of ODIN Rooms concepts

    ODIN Rooms is a decentralized, browser-based video conferencing solution. Unlike traditional meeting software that requires accounts, software downloads, and scheduled invites, ODIN Rooms uses a 'virtual office' model where rooms are always open. Users can join or create rooms on-demand for video calls, voice calls, chatting, screen sharing, or whiteboarding without needing to create an account.
  10. Overview of ODIN SDK

    ODIN is a cross-platform software development kit (SDK) designed to integrate real-time voice chat and data synchronization into multiplayer games, applications, and websites. It handles server hosting and maintenance, providing features such as 3D spatial audio, noise suppression, low latency, and scalability using HTTP/3 technology.
  11. Overview of the ODIN Platform

    ODIN is a unified platform developed by 4Players for real-time communication and server management in multiplayer games and XR applications. It consists of four primary components: ODIN Voice (cross-platform voice chat SDK), ODIN Fleet (global game-server hosting), ODIN Rooms (decentralized, GDPR-compliant video conferencing), and ODIN Cortex (real-time voice intelligence and AI analysis).
  12. Overview of the ODIN-FMOD Adapter for Unreal

    The ODIN-FMOD Adapter Plugin allows the ODIN Voice Chat Plugin to route media streams into the FMOD Audio Engine. This enables developers and audio engineers to apply FMOD-specific properties, such as 3D attenuation and custom effects, to voice chat audio. The plugin consists of two primary classes:

    1. UOdinFmodAdapterComponent: A substitute for the UOdinSynthComponent. It passes the Odin Media Stream to FMOD instead of the Unreal Audio Engine.
    2. UFmodOdinSubsystem: Automatically starts Odin using the sample rate defined in FMOD without requiring manual project adjustments.