You have to trim that last byte off, otherwise your audio will be corrupted. TS3J now does this automatically and stores it in ServerFlag0 for you, as a nullable Byte object. This way you can handle it if you need to. This has also been factored into the output/write stage. Digging into theory, I believe this ID has something to do with the opening of a new decoder to ensure that the decoder opens cleanly each time. You do NOT have to do anything to your decoder to reset states, etc., from what I can tell. In other words, COMPRESSED being on shouldn't change the behavior of your decoding.
ts3j
Discord: https://discord.gg/4q9jpCa
TS3J is an open-source implementation of the reverse-engineered Teamspeak3 full server/client protocol, as an adaptation of Splamy's C# TS3Client source code. You can find that here: https://github.com/Splamy/TS3AudioBot/.
Maven
If you want the latest -SNAPSHOT:
<repositories>
<repository>
<id>jitpack.io</id>
<url>https://jitpack.io</url>
</repository>
</repositories>
<dependency>
<groupId>com.github.manevolent</groupId>
<artifactId>ts3j</artifactId>
<version>-SNAPSHOT</version>
</dependency>
Connection & Basic Setup
client = new LocalTeamspeakClientSocket();
// Set up client
client.setIdentity(identity);
client.addListener(listener);
client.setNickname(nickname);
client.connect(
new InetSocketAddress(
InetAddress.getByName(address),
port // UDP client port, Teamspeak3 client uses 9987
),
password,
10000L
);
// Subscribe to all channels
client.subscribeAll();
// Get list of clients
for (Client basicClient : client.listClients())
recognizeClient(client.getClientInfo(basicClient.getId()));
Note that while connect() is processing, you'll receive channels registered and clients currently connected to the server. It is important that you use the listener to collect these, and track their changes through the other listener event calls.
You can interact with the server using the commands on the client object similarly to TS3Query.
Handling chat
// TS3Listener interface
@Override
public void onTextMessage(TextMessageEvent textMessageEvent) {
if (textMessageEvent.getInvokerId() == client.getClientId())
return;
// Global chat example
client.sendServerMessage("Echo!");
// PM to the sender
client.sendPrivateMessage(textMessageEvent.getInvokerId(), "Echo!");
}
Sending audio
// Microphone interface
public void write(float[] buffer, int len) {
byte[] opusPacket = doOpusEncodingHere(buffer, len);
packetQueue.add(opusPacket);
}
@Override
public boolean isReady() {
return true;
}
@Override
public CodecType getCodec() {
return CodecType.OPUS_MUSIC;
}
@Override
public byte[] provide() {
try {
if (packetQueue.peek() == null)
return new byte[0]; // underflow
OpusPacket packet = packetQueue.remove();
if (packet == null)
return new byte[0]; // underflow
return packet.getBytes();
} catch (NoSuchElementException ex) {
return new byte[0]; // signals the decoder on the clients to stop
}
}
Receiving audio
Refer to the setVoiceHandler and setWhisperHandler methods to supply a Consumer object to receive Voice and Whisper packets. You will need to decode the packets yourself, and insert packet-loss-correction as needed.
Note that the first 5 packets starting a voice session are marked with the COMPRESSED flag. The final voice packet, intended to singal to close your decoder and flush samples, is always empty (0-length byte array).