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Old 2003-04-22, 02:39 PM   [Ignore Me] #1
sandro113
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Voice Com in PS


I was reading something i could have misread, but they where talking about how u could talk with a mic in your squad? Or do u think they where talking about using a 3rd party program like Roger wilco?
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Old 2003-04-22, 02:41 PM   [Ignore Me] #2
TalonX
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They are adding voiceip in the next patch I believe.
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Old 2003-04-22, 02:45 PM   [Ignore Me] #3
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Yeah, I'm worried though. It may suck alot
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Old 2003-04-22, 04:33 PM   [Ignore Me] #4
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they're implementing voice comm. based on the TeamSound API.

A lot of folks would like to see TeamSpeak integration instead, but TeamSound is written in C (or C++, whatever) while TeamSpeak is written in Delphi/Kylix. So integration would take a bit more work, not to mention SOE would need a Delphi developer.

It seems the way it's going to work is that the squad leader (maybe anyone else in the squad too, who knows) actually hosts the voice comm, and everyone else in the squad can or will automatically join that server. That way they don't have to set up another 500 servers just to support voice comm.
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Old 2003-04-22, 04:35 PM   [Ignore Me] #5
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Originally posted by stahl
It seems the way it's going to work is that the squad leader (maybe anyone else in the squad too, who knows) actually hosts the voice comm, and everyone else in the squad can or will automatically join that server.
Anyone have a link to some more info on this?? Especially the part I quoted above??
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Old 2003-04-22, 04:48 PM   [Ignore Me] #6
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STFU will probably continue to use our TeamSpeak server even after the VOIP is patched into the game. On another note, it must suck to be in our squads without voice, there isn't much text chat to go around.
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Old 2003-04-22, 05:00 PM   [Ignore Me] #7
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more info is here.
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Old 2003-04-22, 07:13 PM   [Ignore Me] #8
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Originally posted by stahl
they're implementing voice comm. based on the TeamSound API.

A lot of folks would like to see TeamSpeak integration instead, but TeamSound is written in C (or C++, whatever) while TeamSpeak is written in Delphi/Kylix. So integration would take a bit more work, not to mention SOE would need a Delphi developer.
Wrong on all points.
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Old 2003-04-22, 07:16 PM   [Ignore Me] #9
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I'll have to try it out, but I'm almost completely sure my outfit will continue to use ts2
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Old 2003-04-22, 07:30 PM   [Ignore Me] #10
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just checked. the only point that i'm wrong on is that TeamSound appears to be written in Delphi as well. Just downloaded it, installed it and reverse engineered it. (They're using IP*Works, btw, cool stuff.) Anyway, found lots of TPopup and other T* classes, so obviously it's Delphi.

I stand corrected.

Thanks for providing so many details in your post.
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Old 2003-04-22, 07:32 PM   [Ignore Me] #11
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Originally posted by stahl
just checked. the only point that i'm wrong on is that TeamSound appears to be written in Delphi as well. Just downloaded it, installed it and reverse engineered it. (They're using IP*Works, btw, cool stuff.) Anyway, found lots of TPopup and other T* classes, so obviously it's Delphi.

I stand corrected.

Thanks for providing so many details in your post.
The code Sony is using for PS is not the same as the TeamSound code available on the web, its the new generation TeamSound engine. Trust me, I know - I wrote it.
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Old 2003-04-22, 07:34 PM   [Ignore Me] #12
stahl
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Originally posted by LesserShade
I'll have to try it out, but I'm almost completely sure my outfit will continue to use ts2
well, the nice part about the integrated voice comm is (or will be, in theory) that you can easily pick up new players, and they can hook in and talk to you. There are still a lot of people out there that don't know about teamspeak, so they'd have to first download it, install it, maybe configure it, get the right IP, etc. Of course if your outfit is not really accepting any new members "on the fly" it won't be an issue
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Old 2003-04-22, 07:39 PM   [Ignore Me] #13
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Originally posted by TheRedDread
The code Sony is using for PS is not the same as the TeamSound code available on the web, its the new generation TeamSound engine. Trust me, I know - I wrote it.
I never said it was based on the "TeamSound code available on the web". I said it's "based on the TeamSound API", which is exactly what SmokeJumper mentioned in the chat a few days ago.
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Old 2003-04-22, 07:46 PM   [Ignore Me] #14
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I really hope that the ingame VOIP is good. I'm only concerned about the loss of control over channels, and how squad based VOIP channels will work once platoons are added to the game.
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Old 2003-04-22, 07:46 PM   [Ignore Me] #15
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Okay, I will provide some details regarding your "points":

1. Its not written in C or C++
2. It doesn't matter whether its Delphi as Delphi can make COM objects, DLLs or just about any interface you can make with C making that point irrelevant.
3. It wouldn't require SOE to hire a Delphi developer.
4. IPWorks isn't good stuff. Its a single thread sync IP model which isn't very good for threaded voip. The new TeamSound uses an entirely embeded scalable, multi-threaded socket engine we wrote ourselves.
5. While an individual can host the session, a standalone server can be operated as well.

You are right though about one thing, its based on TeamSound's new API. Some of the advantages it has over other products is it produces 1) much better voice quality, 2) uses less bandwidth to do it, 3) offers 20 coders to choose from, 4) more compatible with NATs/firewalls than other voice comms, 5) has the lowest latency ever seen in a voice comm and more. There are substantial reasons why this is superior.
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