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Revolutionizing Visual Basic ORPG Development
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 Post subject: Voice Chat?
PostPosted: Fri Oct 26, 2007 11:20 am 
Richardf's Evil Minion

Joined: Fri Oct 26, 2007 11:02 am
Posts: 121
Eh is zi voice chat still popular in games today? and zi dx9 no longer includes direct_play , so i dont know how to transmit voice over tcp...

prehaps someone knows of voice transmission library or software to use?


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 Post subject:
PostPosted: Fri Oct 26, 2007 12:17 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
A lot of people use 3rd party tools like Team Speak I believe. That'd definitely be the easiest way to go. If you make your own, theres a lot of compression you will need to worry about since the bandwidth can increase quite fast. I don't know of any libraries, though.


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 Post subject:
PostPosted: Fri Oct 26, 2007 12:28 pm 
Wozzle Woozle Wozniak

Joined: Thu Oct 18, 2007 10:32 am
Posts: 70
Location: Behind You
teamspeak would proberly be the best option but as you said in your other post your game is going to hold 50-200 people

200 people talking on teamspeak could get a bit messy :?


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 Post subject:
PostPosted: Fri Oct 26, 2007 1:15 pm 
Richardf's Evil Minion

Joined: Fri Oct 26, 2007 11:02 am
Posts: 121
eh what is le teamspeak, is code to put in your application, or is le software? i need to preform voice chat within program without paying for softwares.


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 Post subject:
PostPosted: Fri Oct 26, 2007 1:21 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Teamspeak is a freeware application. Is there any reason in particular it has to be integrated?


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 Post subject:
PostPosted: Fri Oct 26, 2007 1:53 pm 
Richardf's Evil Minion

Joined: Fri Oct 26, 2007 11:02 am
Posts: 121
i'd like to release game, without having user know that he or she has to take extra effort to download app.


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 Post subject:
PostPosted: Fri Oct 26, 2007 1:57 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Well you're putting yourself through a lot of extra work, and are likely going to result in a huge increase in server bandwidth and stress. If people want to use voice chat, I'm sure they won't mind getting a chat program - heck, they probably already have one.


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 Post subject:
PostPosted: Fri Oct 26, 2007 2:01 pm 
Richardf's Evil Minion

Joined: Fri Oct 26, 2007 11:02 am
Posts: 121
good thought, just figured i'd take idea from XBOX LIVE and integrate into my games. thnx spodii


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 Post subject:
PostPosted: Fri Oct 26, 2007 2:40 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
I believe XBox games have it built into the XBox's API, so they don't even have to program it in, the XBox creators did that for them. ;)


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 Post subject:
PostPosted: Mon Dec 17, 2007 9:46 am 
Fresh Meat

Joined: Sat Dec 15, 2007 7:39 am
Posts: 16
yea seriously


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 Post subject:
PostPosted: Mon Dec 17, 2007 10:52 am 
Slave to the BB

Joined: Sat May 12, 2007 6:20 am
Posts: 3842
Location: Behind you!
1 download teamspeak
2 put an option in game to turn it on/off by default it is off
3 click to turn it on downloading updates screen comes up downloads then installs software then check to make sure instillation was successful if yes enable teamspeak


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 Post subject:
PostPosted: Mon Dec 17, 2007 6:36 pm 
Wozzle Woozle Wozniak

Joined: Sat Dec 08, 2007 9:12 pm
Posts: 81
Location: Australia
i was thinking of a similar idea a while ago where you would have to be in a certain area to recieve and send voice transmissions.. although like spodi said, the stress on the server is a real downside :(


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 Post subject:
PostPosted: Mon Dec 17, 2007 6:42 pm 
Slave to the BB

Joined: Sun May 27, 2007 6:54 am
Posts: 3110
Location: new york
all technical aspects aside, and forgetting completely what kind of stress would be put on both server resources and bandwidth, if a game was ever created that had voice chat which worked in a similar way to how sound effects in vbgore do that would be badass.


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 Post subject:
PostPosted: Mon Dec 17, 2007 6:48 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
As in range-based? That actually wouldn't be very hard at all. You would do the exact same thing but send the index of the character it is coming from and run it through the 3d sound modifier method.

You would have to update the voice server with the map index of the user every time it changes, though. But thats not much of a problem.


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 Post subject:
PostPosted: Mon Dec 17, 2007 7:10 pm 
Slave to the BB

Joined: Sun May 27, 2007 6:54 am
Posts: 3110
Location: new york
not that it'd be difficult, but it'd be a lot of extra stress. keep in mind you wouldnt just be doing that for a few sounds spread throughout the map, or all coming from the same channel like vent or teamspeak uses, but for every single user that is connected to the server. depending where the player is standing, he could be hearing 10 separate streams all at different volumes, which would also be getting sent to those 10 guys as well. that'd be a whole lota bandwidth when you start getting into any serious number of players.


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