View Full Version : Voice Communication in Runtime

26th Nov 2003, 06:33 AM
ive heard that UT2k4 will be implementing someform of voice enabling, and im wondering if player to player voice communication can be put into the runtime.

low level voice APIs are freely available on the net, (i think one is called "HawkGL" or something like that) but im just wondering where'd you would start to apply this kind of feature to the Unreal Runtime? UnrealScript maybe be a little combersome to do this, but i want the voice comms to be embedded in the Runtime, not as a seperate program running at the same time like TeamSpeak or Ventrilo.

Any thoughts, ive looked on the Wiki and UDN, but things are pretty quiet on this front. :) i can be contacted at rhysk@iinet.net.au


30th Nov 2003, 05:57 PM
id also like to know if these features are to be offered to licensees and UE2 users.

30th Nov 2003, 06:33 PM
That kind of stuff has to be native and as of now you can't implement any type of native coding to either 2K3 or the Runtime. We'll be lucky if Epic releases the headers anytime soon, and we'll just have to see if they release a new version of the Runtime incorporating VoIP that will be available in 2K4.

2nd Dec 2003, 07:50 PM
well, yes.

im curious if VoIP technology is generally planned to be incorporated for BOTH this UE2 version and generally for Unreal Licensee usage.

[SAS]Solid Snake
3rd Dec 2003, 07:34 AM
It depends. If VoIP is for the Unreal engine in general it will be in the RunTime, else if it is for that particular Unreal liscense as in this case, UT2004 it won't be.

4th Dec 2003, 07:18 PM
allegedly it will be available to licensees. furthermore, i guess we can then assume it will eventually make it into a new version of UE2.