Miles Sound System SDK 7.2a

Implementing Voice Chat

Discussion

When implementing voice chat, you use a combination of the Voxware voice chat codecs, the Miles digital input API, the Miles digital output API, and, finally, a networking layer. Since Miles itself doesn't supply a built-in networking layer (which is tough to do in the general case, because multi-player games need such strict control of the network pipe), it was difficult to decide how to expose and document the Miles voice chat features.

So, what we decided to do in the end, was to create a complete client-server voice chat example using the simplest possible networking layer (TCP with WinSock). With this solution, you can see a fairly full-featured application that you can adapt to your game's networking layer with little trouble. This means that this chapter will be fairly different than the rest of the Miles documentation - instead of a long list of functions, we'll walk through the client (MSSCHT.CPP) and the server (MSSCHTS.CPP) source code, step-by-step, describing each portion of the code in detail.

Next Topic (Voxware Voice Chat Codecs)

Implementing Voice Chat
Voxware Voice Chat Codecs
Working with Voice Input
Accessing the Codecs Directly with the RIB Interface
Performing the Compression and Decompression
Integrating the Codecs with your Networking Architecture
Mixing the Client Sound Data on the Server
Implementation Details
Bandwidth Optimization and Channel Reliability Tips

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