Title: Voice Communications: Section III By: Peter 'Fighterjock' Waddell Date: October 12th, 1998 403 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
In my previous series (click HERE)
we talked about what you need to enjoy real time voice comms
with other gamers while in multiplayer games. Pretty soon you
should have the ability to speak to your whole team or most,
if not all, of your squadron mates as you go into action
against other teams on line. This is what the developers of
Battlefield Communicator, Shadowfactor Software have
set as the goal for the upcoming release of their voice
communications program. You will only be limited by what your
connection can handle.
This writer has spent a considerable time in the last six
months trying to track down a voice communications solution
or the most likely technology for online multiplayer games,
Flight Simulation games to be precise. It seemed to me it
was sort of like the old six million dollar man situation
"We have the technology so let's (re)build him." Whether we
do have the technology or not is a matter of some debate,
taking into account esoterica like bandwidth, tcp packets,
routing etc. But for us optimists , we knew it MUST be
possible. We have had , after all, Internet telephony for
about 18 or so months now. So why not multi player voice?
Myself and a few other Netizens naturally put two and two
together and began trying to marry online flying with real
time voice communications. Eventually , I did find a way to
do this in almost any game with a hardware solution
involving either a Diamond Monster M-80, Orchid NuSound 3d
card or any similar sound card. This, of course, was a
solution for one to one comms but it can be complicated,
tricky to configure and will cost you about $100 for one of
the cards. Not the ideal solution.
Since I've been looking, many new telephony products have
appeared on the market but up until recently they all
ignored the online gaming market. However , during this
time , all was not lost nor inactive, and unknown to most,
a group of four graduates of the University of Waterloo
students had started to put the idea into action.
The group, starting as a bunch of keen online gamers
(mostly Quake 2 and real time strategy players), thought it
would really enhance their gaming enjoyment if they could
talk to their teammates as they played. Once they got the
idea, (as they put it . . . ) "it took us about two seconds
to realize that Quake was not the only game that could
benefit from voice communications." They decided they could
and would do something about it.
In late 1997 , the group members, Isabella Carniato, Rod
Toll, Paul Newson and Joanne Toll formed Shadowfactor
Software (http://www.shadowfactor.com) "to explore new
possibilities for games, and to turn those possibilities
into reality." Their backgrounds range from Architecture
and Political Science to Math, Engineering and Computer
Science and all are from the University of Waterloo.
Battlefield Communicator is their first project to reach
fruition through ShadowFactor Software.
They spent the next few months developing and testing their
software to get it working and figuring out ways to deal
with the demands of the Internet (and LAN) gaming
environment. In early July , they sent out a few press
releases and solicited names for a private beta test. In
48hrs , they received more than seven hundred applications!
The size of the response surprised them . Obviously , they
were not the only ones who thought this was a good idea.
Initial target for BattleField Communicator was that it
would allow you to use any full duplex sound card for voice
communications. So far this has been achieved for many
popular games (see the list below). It also has its own
very well implemented vox (voice activated, hands free)
activation code which makes sure that you only send voice
when you talk. This can be tuned to fit your specific
background noise levels. Futhermore, the program has the
capability to have keys bound to any specific application.
Since then work has proceeded and BFC is now confirmed to
support a growing list of Sims and other Multi player
Online Games, here is a partial list: Jane's F15, F22 ADF,
F22 Raptor, F/A-18 Hornet Korea and Hornet 3, MS Fighter
Ace (Marginal), Flight Simulator 98, Flying Circus, Jane's
Fighter Anthology, Longbow 2, Red Baron 3D, Super EF 2000
and Warbirds. The full list is available HERE.
Because this application is designed specifically for MPOG
the programming algorithms are being continuously tuned and
refined by the developers to meet the unique problems of
the Internet and gaming coexistence.
Next on the drawing board is conference capability, IE.
Multiple player voice connections, ("the Holy Grail" for
squad communications ) this is slated to begin beta testing
mid to late October 98. Meantime you can download the
latest beta at their Web site and try it out.