[ioquake3] VoIP support for ioquake3...
monk at rq3.com
monk at rq3.com
Sat May 24 14:13:59 PDT 2008
I had more junk written out, but I'll cut it short.
1) never heard of mumble
2) if you want voip in general with a game, you have many choices
currently such as ventrilo, teamspeak, etc. which are mature, established
3) if you want voip integrated in a game engine, seems best to include it
internally so it runs on all platforms the game engine runs on--will
mumble run on SGI Irix, for example?
It seems like 3) would be the most important consideration for a game
engine project. For instance, if I'm playing EverQuest, I can use
ventrilo servers and whatever, or teamspeak if I want to talk to other
blokes. I'd think with ioq3, you'd want to pop up a consistent in-game
feature that would work on all platforms that ioq3 supports. So, the
fewer external programs you have to rely on, probably the better?
Besides, once zakk gets his 4-player split screen dreamcast port, he'll be
majorly ticked off if he can't get voip running because mumble's not been
> Ryan C. Gordon wrote:
>> Here's a first shot at VoIP support. It's still pretty rough, but it's
>> just meant to be the groundwork. Patches are against svn revision #1345.
> That's really impressive! However, is voip built directly into games
> still desirable? Personally I don't actively play anymore so I
> can't really judge but I got the impression that people prefer
> specialized external programs for that job. With mumble there now
> even is free software for it. So I wonder whether it would make more
> sense working towards a better integration with mumble rather than
> reimplementing all the features. After all mumble already has voice
> activation, positional audio etc.
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