[quake3] About adding (VoIP) voice chat support

Jorge Peña jorgepblank at gmail.com
Sat Jun 9 13:26:35 EDT 2007


There IS Rakkarsoft, which has VoIP caps last time I checked (Ages ago), but
it's a networking API, so I wonder if you'd have to rewrite the Quake 3
networking code with it or something.

On 6/9/07, Joerg Dietrich <dietrich_joerg at t-online.de> wrote:
>
> Ahmed MANSOUR schrieb:
> > Hi guys,
> > For quite some time i have been wondering if it is possible (and
> > useful) to add voice chat support to the engine.
> > I think it would be a great enhancement to the game to add VoIP to the
> > client and server code, because I think it is more pratical to
> > to speak than to chat using keyboard while playing. And it won't break
> > the backward compatibility, and we can use some GPL'd VoIP soft code
> > like OpenWengo in the game to do that.
> > What do you think?
> It would be quite difficult. An ingame voice chat system has different
> requirements
> than a internet telephone, like "many to many" or "many to some" insteed
> of "one to one" conversations.
> Additionally there exists no platform independent sound recording API
> like SDL for sound playback.
> You would need to programm this separately for every supported OS.
> Then you would need to open some side-channel(s) to the VOIP-server or
> your VOIP-peers, which is difficult
> with the existing Quake3 networking code.
> On the positive side, some time ago I played with the integrated Ogg
> Vorbis Codec
> and it could be easily (mis)used as a VOIP-codec. It was even less
> CPU-hungry than the
> dedicated SPEEX-codec and the sound quality was equal at the same
> bandwith.
>
> Joerg
>
>
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