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Old 05-20-2009, 02:48 PM   #601
[R-DEV]Twisted Helix
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Default Re: Mumble VOIP and PR (ongoing development)

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Originally Posted by AnRK View Post
but come to think of it I imagine the codecs probably all work on very basic levels, pretty much on a in a server/not in a server, dead/not dead and X is *metres away from Y kinda capacity.
Its not a codec you are using for positional information, its a link to the game. What it does is go into the game and pull information as to where the player is and what his direction is. It probably returns an (x,y,z) unit vector or something. The problems arising of broadcasting to all the channel when dead or out of game likely results from the information returned being some kind of null so positional information cant be derived.

The codec on the other hand is the speex codec, which is a high quality voice compression algorithm for use across the web.
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Old 05-20-2009, 02:51 PM   #602
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Default Re: Mumble VOIP and PR (ongoing development)

One think that I'd like to see is that only possible to talk only once you've spawned.

WHY ?

I'm so tired of people joining the server and saying "Hello everybody!!!" or "Can you hear me ?" and etc...

[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Rudd:"if a pidgeon lands on the phone line I lose internet for 3 days"
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
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Old 05-20-2009, 02:58 PM   #603
[R-DEV]Twisted Helix
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Default Re: Mumble VOIP and PR (ongoing development)

Yeah I agree. One of the thing that bugs most people about mumble is all the folks that just constantly use it as a chat channel , spamming it force center or when they are dead. It would be nice to remove both those facilities. It is something I have been looking into.
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Old 05-20-2009, 03:36 PM   #604
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Default Re: Mumble VOIP and PR (ongoing development)

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may have been mentioned already, but maybe a system similar to xfire, being able to open it up while in game, i would love that, as i hate alt tabbing from bf2, as it takes forever and 8/10 times ill get kicked fpr pb heartbeat failure.....

thats one thing id love <3
^^^

sorry for shameless bump, but is that at all possible with mumble?


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Old 05-20-2009, 03:49 PM   #605
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Default Re: Mumble VOIP and PR (ongoing development)

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Yeah I agree. One of the thing that bugs most people about mumble is all the folks that just constantly use it as a chat channel , spamming it force center or when they are dead. It would be nice to remove both those facilities. It is something I have been looking into.
Oh, please, thank you

I try to control this kind of spam with many sub-admins in click21's channel, but it's hard to hold and warn so many.

If the mumble worked only after you spawned for the first time in game, oh, that would be the best !!!

[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Rudd:"if a pidgeon lands on the phone line I lose internet for 3 days"
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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Old 05-20-2009, 04:11 PM   #606
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Default Re: Mumble VOIP and PR (ongoing development)

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Originally Posted by [R-DEV]Twisted Helix View Post
Its not a codec you are using for positional information, its a link to the game. What it does is go into the game and pull information as to where the player is and what his direction is.
i thought it analyses the positional information from the network traffic generated by bf2?
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Old 05-20-2009, 04:41 PM   #607
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Default Re: Mumble VOIP and PR (ongoing development)

What could be the problem with some players PR Mumble because their positional audio doesnt want to work?
They can hear everyone's voice everywhere in the map and they cant transmit positional audio. Their voice seems to be stuck on the force center-mode.

Mine and 99% of the other Mumble-users in our server can use it like it should be, but two guys for some reason are struggling with this problem. Uninstall / reinstall rumba has been done many times. I can't tell their exact hardware though, only that they use vista


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Old 05-20-2009, 04:55 PM   #608
Rudd
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Default Re: Mumble VOIP and PR (ongoing development)

I've personally led at least 15 people now through setting up non-PR mumble. every time it was that they hadn't set it up right. Are they using PR mumble?


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Old 05-20-2009, 05:19 PM   #609
Zi8

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Yea. its the official PR Mumble 0.4. They just set up the key for push to talk and it still wont work. Its kinda weird

EDIT: He reinstalled it again, didn't change anything and he still transmits force center audio to everyone and can hear everyone everywhere. Its a mystery


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Old 05-20-2009, 07:40 PM   #610
AnRK
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Default Re: Mumble VOIP and PR (ongoing development)

Quote:
Originally Posted by [R-DEV]Twisted Helix View Post
Its not a codec you are using for positional information, its a link to the game. What it does is go into the game and pull information as to where the player is and what his direction is. It probably returns an (x,y,z) unit vector or something. The problems arising of broadcasting to all the channel when dead or out of game likely results from the information returned being some kind of null so positional information cant be derived.

The codec on the other hand is the speex codec, which is a high quality voice compression algorithm for use across the web.
Oh yeah your quite right, "plugin" was the word I was looking for, my brain must have gone numb from trying to get one of the worlds worst snare drum samples to sound good in fruity loops, doesn't seem to be anywhere on the internet where you can find a decent matching set of acoustic drum samples that match...

It's unfortunate that the plugins can't be used in a somewhat more complex manner anyway, had high hopes for them being able to relay quite a bit of info from the game to mumble.
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