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Hi Guys,

Does any one know when FMod’s Live Voice chat feature for Xbox 360 will be ready? ๐Ÿ˜€

I’m looking into developing something and it would really help if it was all in one (FMod). :)

Also, I remember reading something about sentencing the wave files inside a soundevent. Where it will play all the .wav files in the event one after the other seamlessly, all with only one call to the ‘play’ function.

Is that right? and if so how soon will that be ready? ๐Ÿ˜•

Thnx

ToneDef ๐Ÿ˜€

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I haven’t heard much about the FMOD voice chat, so I’m guessing this still isn’t coming any time soon?

Anyway, regarding Xbox 360 voice chat, is there anything special that needs to be done via FMOD, or does it just work automatically when you set up XHV, as it just uses XAudio automatically, which FMOD has already initialised? (the forums suggest it is, just checking this is still the case).

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Currently you just run the xbox360 live voicechat system along side fmod. Our own cross platform voice chat system is a while off yet.

We havent got sound definition sentences up and running yet either, its on our long list of stuff to do.

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Oops sorry, I’d found this topic with a search, and only noticed today that it wasn’t in the console section.

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Thanks for that.

Pity both are so far away :(

Does FMod instance the Xbox sound engine? & if so, which threads does it take up? I want to avoid conflicts when I have to set up the system.

Thnx

ToneDef

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In the end it turned out to be something that our networking coders did as it involves lots of packet sending.

Reg

ToneDef

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[quote="brett":2rmlss87]We havent got sound definition sentences up and running yet either, its on our long list of stuff to do.[/quote:2rmlss87]

Does X360 lag far behind Windows? Is there a list somewhere of features that aren’t implemented yet, known problems and workarounds, etc.?

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Just as an update we are working with a 3rd party to possibly incorporate voice chat by GDC, if not we will probably officially announce it there. Still early stages yet.

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[quote="sgugler":g11un3tc][quote="brett":g11un3tc]We havent got sound definition sentences up and running yet either, its on our long list of stuff to do.[/quote:g11un3tc]

Does X360 lag far behind Windows? Is there a list somewhere of features that aren’t implemented yet, known problems and workarounds, etc.?[/quote:g11un3tc]

No it doesnt lag at all. FMOD doesnt differ on platforms, except maybe for what formats they support, such as XMA on 360, and MP3 on PS3. Any feature i’m talking about here is a cross platform issue, not a platform specific issue.

PS3 is the only one that is still catching up at the momment, and that is just in regards to some of the less common effects that most people dont use, that we are yet to implement on the spus.

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[quote="ToneDef":20ik4x2x]Thanks for that.

Pity both are so far away :(

Does FMod instance the Xbox sound engine? & if so, which threads does it take up? I want to avoid conflicts when I have to set up the system.

Thnx

ToneDef[/quote:20ik4x2x]

We’re more likely to do the sentencing first. FMOD does instance Xaudio itself, but you can use System::getOutputHandle to get the relevant handle if you need it. Other people are using 360 chat along side it, it doesnt conflict.

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Thanks for that, Brett.

Yeah I wasn’t sure.. the sample code M$ provides shows that we need to instance the engine (inc threads), so I was worried about conflict.

Thnx

ToneDef

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[quote="brett":2pykoz72][quote="ToneDef":2pykoz72]Thanks for that.

Pity both are so far away :(

Does FMod instance the Xbox sound engine? & if so, which threads does it take up? I want to avoid conflicts when I have to set up the system.

Thnx

ToneDef[/quote:2pykoz72]

We’re more likely to do the sentencing first. FMOD does instance Xaudio itself, but you can use System::getOutputHandle to get the relevant handle if you need it. Other people are using 360 chat along side it, it doesnt conflict.[/quote:2pykoz72]

Yes we are using it on XBOX360 and we don’t have problems. Actually the multiplayer/live team never asked our sound team to do anything specific when comes to it. Another cool thing is that FMOD automatically handles the TRC requirments for user-sound track (just mark your stuff in the "MUSIC" group).

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Yeah, its good that the TCR/TRC is handled for us.

I’ve also got the sentencing worked out through our own internal workings. ๐Ÿ˜€

But given that its been a few months, I was wondering if there was any progress on the PS3 side (given the way the console has been going) for the Live Voice Chat. ๐Ÿ˜•

I’m very keen to use FMod as the ‘complete solution’ for all my sound needs.
๐Ÿ˜‰

Thnx

ToneDef

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Voice chat is a huge research topic (ie we can’t just make the equivalent of skype in a week or 2 :)) and probably wont be tackled until the second half of ’07.

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That’s fair enough. :)

it is a big task without having to worry about the TCR/
TRC issues.

I’ll just go with ‘the old fashioned way’ for now I guess. 8)

Reg

ToneDef

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