Voice Communications: Difference between revisions
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<p>Not a whole lot I can say: I don't know how they're integrating</p> | <p>Not a whole lot I can say: I don't know how they're integrating</p> | ||
<p>Previously in the simulations with Dispatcher Centre installed, you could communicate with other players on the network, but only by sending text messages. I guarantee you that not many real dispatchers texted each other in the 1900's! Now, with a headset and the Voice Communications Plugin, you can hear and talk to your fellow dispatchers. And your gameplay is not distracted by all that typing. The sound is clear and the networking does not conflict with any VoIP you may have installed.</p> | <p>Previously in the simulations with Dispatcher Centre installed, you could communicate with other players on the network, but only by sending text messages. I guarantee you that not many real dispatchers texted each other in the 1900's! Now, with a headset and the Voice Communications Plugin, you can hear and talk to your fellow dispatchers. And your gameplay is not distracted by all that typing. The sound is clear and the networking does not conflict with any VoIP you may have installed.</p> | ||
<h3>Integration?</h3> | |||
<p>Requires multiplayer (add link)</p> | |||
<h3>Ports</h3> | |||
<p>Extended range</p> | |||
<p>(put link to multiplayer)</p> | |||
<p>Forwarding</p> | |||
<h3>Traffic</h3> | |||
<p>All traffic is direct, no servers are used</p> | |||
<p>Over the Internet all messages and media go direct from your router to the other router</p> | |||
<p>On LAN, all traffic goes directly from your machine to the other one, without going to the Internet</p> | |||
<h3>Updates</h3> | |||
<p>To user, updates are automatic but should be prompted</p> | |||
<p>Before loading VCP component, Sim should call updater, updater can look for update and return value if new available</p> | |||
<p>Then sim should prompt user to install update</p> | |||
<p>If user accepts then sim call updater to download and replace</p> | |||
<h3>VoIP</h3> | |||
<p>What is VoIP?</p> | |||
<p>Yes, it's standard RFC3261 SIP</p> | |||
<p>With typical VoIP programs like Skype, you have to register with the system so other people can call you. No registration is needed here, address lookup is provided by Signalsoft multiplayer server. You're only visible to other dispatchers in the same Line Operation.</p> | |||
<h3>Bandwidth used</h3> | <h3>Bandwidth used</h3> | ||
<p>Traffic goes both ways</p> | <p>Traffic goes both ways</p> |
Revision as of 17:09, 19 December 2012
Contents | FAQ | Manual | General Tips and Tricks | Change Log | Multiplayer Manual | Line Operations Manual | Voice Communications | Change Log | Developers pages
UNDER CONSTRUCTION
Not a whole lot I can say: I don't know how they're integrating
Previously in the simulations with Dispatcher Centre installed, you could communicate with other players on the network, but only by sending text messages. I guarantee you that not many real dispatchers texted each other in the 1900's! Now, with a headset and the Voice Communications Plugin, you can hear and talk to your fellow dispatchers. And your gameplay is not distracted by all that typing. The sound is clear and the networking does not conflict with any VoIP you may have installed.
Integration?
Requires multiplayer (add link)
Ports
Extended range
(put link to multiplayer)
Forwarding
Traffic
All traffic is direct, no servers are used
Over the Internet all messages and media go direct from your router to the other router
On LAN, all traffic goes directly from your machine to the other one, without going to the Internet
Updates
To user, updates are automatic but should be prompted
Before loading VCP component, Sim should call updater, updater can look for update and return value if new available
Then sim should prompt user to install update
If user accepts then sim call updater to download and replace
VoIP
What is VoIP?
Yes, it's standard RFC3261 SIP
With typical VoIP programs like Skype, you have to register with the system so other people can call you. No registration is needed here, address lookup is provided by Signalsoft multiplayer server. You're only visible to other dispatchers in the same Line Operation.
Bandwidth used
Traffic goes both ways
No traffic while not talking?
The software uses a codec algorithm to compress the audio data before sending it so that it uses less network bandwidth. The codecs used are G.711 uLaw, the same as used by the landline telephone network. G.711 compresses the data to half of its original size. G.711 delivers by far the best audio quality of any 8 or 16 KHz sampling rate codec. You do not lose dynamic range or frequency fidelity. What you lose is half of the intermediate steps between silence and full loudness.
Normal samples 8,000 times per second to carry frequencies up to 4,000 Hz. Enhanced (name?) samples 16,000 times per second to carry frequencies up to 8,000 Hz. Skype samples at enhanced rate but uses a more lossy codec. A Normal stream requires bandwidth of 64 Kbps. An Enhanced stream requires 128 Kbps.
LANs are 10 or 100 Mbps
WiFi is 3Mbps
My DSL internet is 4.6 to 5.3 Mbps down and 310 to 740 Kbps up
So limiter is upload:
I could be using 1/2 my upload bandwidth while talking 128 Kbps
LAN traffic is direct, not through router
Usage
Communications panel?
Calling a Neighbour
Telephone panel?
Logic
Ie. How game is affected
Change in buttons