Paul Kahler wrote:

>All this multiplayer "chat" stuff has me thinking "game". It would
>probably be more in line with simulation if chatting took place on a
>simulated radio. You'd not only have to be close enough to someone, but
>you'd have to be on the same frequency in order to talk to them. The
>idea of having little on-screen identifiers might be OK as long as it
>can be turned off. I really like that FGFS focuses on simulation and not
>game play.
>
>If you want to be highly realistic, mutiplayer voice chat with proper
>radio frequencies would be ideal. Bandwidth might be a problem for large
>groups, but small ones should be no problem. Of course it's much more
>complicated too ;-)
>  
>

This should'nt be too hard to implement and I was thinking of it already.
Most of the needed functionality can be ripped out of "sox", see
http://sox.sf.net

There are only a few steps to get 'real' radio working:

1) recording voice input from a microphone into a buffer (for radio
8KHz, mono should be sufficient)
2) encode the buffer with any codec to save diskspace and network bandwith
3) wrap the encoded buffer by a (fgfs-) network header, containing
position, frequence and range. The range reflects "power" of the sender,
a tower has a greater range than a pilot in his cessna.
4) the receiver decides wether to play the received data or not based on
position, frequence and range.
5) decode and play the data

Recording and playback functionality should be part of plib's sound
library (i.e. only the recording part has to be added). The de-/encoding
can be done by any selfmade routine.

regards,
Oliver



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