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Voice chat

Posted: Fri Oct 19, 2007 6:30 pm
by gulliver-trans
I have been playing with voice chat in Second Life, and it's really made things more interesting.

I am thinking we should try to do the same in FvF. At the very least, we could have fun just yelling at each other. Of course, if we had something like an actual quest map where we were forced to coordinate our efforts, I think that would be the ideal application.

So does anyone know of a free voice client, preferable with a small footprint? Hat suggested xfire. Any other ideas?

Re: Voice chat

Posted: Sat Oct 20, 2007 11:06 am
by Orl
I'm up for it.

Re: Voice chat

Posted: Sat Oct 20, 2007 1:44 pm
by WastedYouth
Could have somebody put up a TeamSpeak server for FvF.

Re: Voice chat

Posted: Sat Oct 20, 2007 5:16 pm
by Guest
There is Picophone (56.5k in size), which I've used quite a bit,
and one I found more recently which I haven't used much (but it has more features), Voiperized (388k).

Neither of these require an account or a server -- they connect directly to each other by IP address.

Re: Voice chat

Posted: Sat Oct 20, 2007 5:17 pm
by Gunter
I am Gunter. You shall have no other programmers before me.

Re: Voice chat

Posted: Mon Oct 22, 2007 4:06 pm
by Joao Lucas
Every(well, not that EVERY) american laughs at me when I speak English in voice chat programs :( But hey, It's always cool!

Re: Voice chat

Posted: Mon Oct 22, 2007 7:14 pm
by Gunter
We laugh at you all the time anyway... You just can't hear it.

Re: Voice chat

Posted: Tue Oct 23, 2007 5:44 pm
by gulliver-trans
I vote for Picophone, because... it's small?

Re: Voice chat

Posted: Tue Oct 23, 2007 8:31 pm
by Orl
gulliver-trans wrote:I vote for Picophone, because... it's small?
Small yes, but is it reliable?

Re: Voice chat

Posted: Tue Oct 23, 2007 10:59 pm
by gulliver-trans
Dunno. But we can try it.

Re: Voice chat

Posted: Wed Oct 24, 2007 8:16 pm
by Gunter
Well, that guest who is Gunter said he used it quite a bit. Would Gunter use it quite a bit if it wasn't reliable?

Re: Voice chat

Posted: Wed Oct 24, 2007 8:20 pm
by Orl
Gunter wrote:Well, that guest who is Gunter said he used it quite a bit. Would Gunter use it quite a bit if it wasn't reliable?
Well you are kind of an unreliable person all together, but I suppose we could take your word for it this time.

Re: Voice chat

Posted: Wed Dec 12, 2007 10:29 pm
by gulliver-trans
Did you guys ever try this?

I had to get a headset for work, so I'm all set.

Re: Voice chat

Posted: Wed Jan 16, 2008 2:13 am
by Armaphage
I'm working on adding Mumble (http://mumble.sourceforge.net) support to Quake. Mumble is a voice chat client that supports direction changing depending on where in the game the speaker is. So, if, for example, Gunter is talking over Mumble, and at the same time in Quake he's fighting some monster on your left-hand side, he will sound as if he's talking from the left-hand side.

If I succeed, I'll have added it to ProQuake (probably the last official release and the latest unofficial release), and, depending on whether or not the damn things will compile, maybe other engines if people whine enough (and it actually works and I can reasonably trust it to not make your computer explode -- no guarantees).

Actually, it looks like it'll only be like 10-15 lines of code, so if I submit the patch information, most engine authors should be able to implement it without too much effort.

Re: Voice chat

Posted: Wed Jan 16, 2008 2:18 am
by gulliver-trans
Good. That means I won't have to :D

It'll be fun to try out.

I don't remember -- Is it purely directional or is there also fall-off? I don't know if it would be a good thing if you have to be close to hear each other.