Internet Multiplayer Voice Communications: Part II - Page 1/1
Created on 2005-01-06
Title: Internet Multiplayer Voice Communications: Part II By: Peter 'Fighterjock' Waddell Date: August 20th, 1998 576 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
In part one on voice
communications I talked about the two card option
for simultaneous voice and game sounds over the
Internet. In part two, I will discuss some of the
benefits and liabilities of the one sound card
approach.
And, as we are trying to keep your Internet
connection as clean as possible to send and receive
the game related data packets, Peter "Faust" Barton
([email protected]) has compiled a very useful list of
tactical commands (for brevity) to use when on "the
radio." * ed note [Other contributors were Tom Culora
([email protected]) and myself ([email protected]). ]
First the bad news, the NuSound PCI 3D does not work
with anything less than a P200. I do not know the
requirements for the Monster PCI M80 Sound card, I
suspect they are the same. Which ever sound card you
are looking at, make sure it supports the DSP
(Digital Signal Processing) instruction set. This is
normally incorporated in a special chip set on the
card. The Orchid NuSound 3d or Monster M80 3d are two
I know of that do this.
While this may seem like a bit more of an expense
than you bargained for to get voice comms if you are
running a P166. 3d cards do other things besides
allowing on the fly sound mixing, the 3d sound is
quite spectacular from programs that support it. 3D
sound is something like Surround Sound but from opnly
two speakers and simulates spatial sound including
Doppler effect incredibly well, very much better than
the older 16 bit SB type cards. For more detailed
information, see the Viking1's review of 3d sound
cards on this site in the previous articles section.
The one card setup is the easiest by far of the two
ways to accomplish Internet Voice Communications,
basically all you need do is find an open pci slot
and "slap" the card in. The install software should
do the rest for you, for a basic setup. Then just
make sure that your record options in the Multimedia
control panel are set to web or telephone quality,
this goes for ANY Internet voice comms.
Once set up you'll want to play with your mixer
settings until you get the best balance between game
sounds and voice. These setups will vary between
games. Speakfreely or other Internet phones like
InternetPhone 5 (http://www.vocaltec.com/) or
Netmeeting will work just fine with this setup too.
I have recently become aware of a new voice
conferencing application from Vocaltec
(www.vocaltec.com) called Surf and Call. This app
looks like it may have great potential for squadron
ops or simulated ATC, unfortunately as of this
writing I have been unable to test it thoroughly with
another flyer on line because of a Netscape setup
problem on our end.
However the voice quality in the chat rooms is very
good and I've been in rooms with as many as 32
participants where conversation was easily followed.
Surf and Call is a plug in for Netscape 3+ and IE 3+.
You can start your own private or public "chat" room
for squad meetings or in flight comms, (hopefully).
One of the nice things about this plug in is that all
of the voice digitizing and most of the transfer of
ip packets takes place on the Vocaltec server (or
your own). This means less bandwidth used and less
load on each individual's connection and the server
running the game being played. As I said we have yet
to test this in a game so I'd like to hear from
anybody who manages to get this working properly with
their squad.
There are still some issues that need to be looked at
with regard to voice comms over all and the single
DSP card setup especially. Since part one of this
article I have heard from several different people
and one insisted that the one card setup was not as
good as the two card. According to this person, voice
comms (with one DSP card setup) affect the packet
traffic of the currently running game, but not so
much between the communicating player but with the
incoming information from the opposing team. This is
less noticeable with the 2 card setup apparently.
I personally have not encountered this to any great
extent, but then I don't expect to get away unscathed
using the current technology and you should expect to
have network performance affected at least somewhat.
This person made the point that he would use voice
for training but not for a ladder match, this seems
understandable and obviously depends on personal (or
squad) preference.
Combatsim.com is looking into starting a mailing list
or other information "clearing house" where we could
discuss new developments and keep a knowledge base of
the most current information regarding squadron voice
comms. If you have anything to contribute please
don't hesitate to contact me personally for now and I
will try to keep everyone informed.
This is a partial list of some known voicecomm
combinations:
· LongBow 2 does work with SF and Netmeeting
2.1 and others
· Warbirds 3D does work with SF and
Netmeeting and others, WB has it's own "Intercomm"
system, but we have found that SF works better
· GSC's F\A Hornet 3 and Korea will work
with the SF and Netmeeting 2.1
· MS FlightSim 98 works with Netmeeting and
SF and others
· Internet Phone v5 and SpeakFreely will NOT
work with Janes F15 on tcp/ip network game
· MS Fighter Ace 1.5 may or may not work
with SF, depending on server load (number of a/c)
· Red Baron II and vox does not work on the
TEN server but may on Kali ipx
· This list is very incomplete but will grow
as various combinations are tested.