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#Actuallaylay

Posted 31 December 2012 - 12:19 PM

Thanks for all the info. I've been messing around with Opus encode and decode examples and I was wondering something - What options do I set to lower the quality resulting in less data in the packets?

Do players send their own voice data with the highest quality and then server sends a lesser quality version based on the clients bandwidth option?

I guess what I'm trying to ask is, what factors go into making a lower quality sound? From what I see only the -loss and -bandwidth options would result in a lower quality sound. Packet loss is obvious but what decides what the bandwidth option should be when encoding? Would the server even bother to do any encoding/decoding of sound or would it just pass it on to other clients without touching it?

I think I'm just overthinking this. Maybe just using wide-band all the time for voice communication would be good enough. I shouldn't really have to adjust anything for players that are lagging.

#3laylay

Posted 31 December 2012 - 12:00 PM

Thanks for all the info. I've been messing around with Opus encode and decode examples and I was wondering something - What options do I set to lower the quality resulting in less data in the packets?

Do players send their own voice data with the highest quality and then server sends a lesser quality version based on the clients bandwidth option?

I guess what I'm trying to ask is, what factors go into making a lower quality sound? From what I see only the -loss and -bandwidth options would result in a lower quality sound. Packet loss is obvious but what decides what the bandwidth option should be when encoding? Would the server even bother to do any encoding/decoding of sound or would it just pass it on to other clients without touching it?

#2laylay

Posted 31 December 2012 - 12:00 PM

Thanks for all the info. I've been messing around with Opus encode and decode examples and I was wondering something - What options do I set to lower the quality resulting in less data in the packets?

Do players send their own voice data with the highest quality and then server sends a lesser quality version based on the clients bandwidth option?

I guess what I'm trying to ask is, what factors go into making a lower quality sound? From what I see only -loss and -bandwidth would result in a lower quality sound. Packet loss is obvious but what decides what the bandwidth option should be when encoding? Would the server even bother to do any encoding/decoding of sound or would it just pass it on to other clients without touching it?

#1laylay

Posted 31 December 2012 - 11:48 AM

Thanks for all the info. I've been messing around with Opus encode and decode examples and I was wondering something - What options do I set to lower the quality resulting in less data in the packets?

 

Do players send their own voice data with the highest quality and then server sends a lesser quality version based on the clients bandwidth option?


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