ET-TV shoutcast feature

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[deo]jops
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ET-TV shoutcast feature

Post by [deo]jops »

Well. im not sure this could be done but its still an idéa..

We in [deo] recently have started to shoutcast some swedish games. We use streaming video but the quality aint to good and the bandwith gets pretty large for just decent quality.

So what would be nice is if the shoutcast and Et-tv could be synched somehow. Idunno how. But that would give The watchers good quality and synched commentary.

just an ideá. tell me if its (im)possible or not.
:)

cheers!
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Kamel
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Post by Kamel »

though it seems a bit redundant, i like the idea
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Kendle
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Post by Kendle »

It's not redundant at all. Many WTV viewers would (attempt to) synch the Shoutcast with the WTV, and getting it spot on was a bit of a pain. Listening to live commentary whilst watching a live match is infinately better than just watching.
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KingJackaL
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Post by KingJackaL »

Obviously nobody reads my posts. :cry:

*sob*


:P
Bobby Digital
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Post by Bobby Digital »

It would be great if the ET TV broadcasts could have 'synched' shoutcasts.

Like Kendle said you could synch WTV with shoutcasts thru careful timing but it was a pain in the ass so I rarely bothered.

What you would have to make sure of tho is that both the ETTV & s/cast broadcasts have a decent enough delay as it could influence tactics if non-playing team members are watching & listening to the transmission passing on informaiton to playing members
m00!.Bobby Dee

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AceAlive
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Post by AceAlive »

it would also be great if a ETTV match and a synched shoutcast could be recorded altogether..so that watchers afterwards can kind of see a demo and hear the shoutcast....just like in real TV a audio commentary is necessary to get a nice watching experience imo.

in all sports there´s reporters and casters doing there blabla while you see a match of Basketball (or whatever) on TV.

synching ETTVW and shoutcst and being able to record it together would imo be an enourmous step towards really professional coverage of e-sports events....

....dunno if this is a too huge effort to create ETTV with such features but it would be outstanding ^^
check out my scripting-tutorials for ET and RTCW @ www.Game-Foundation.com
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[deo]jops
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Post by [deo]jops »

i just want to bring this topic back up again.

since theres was no answer to the question....
FLAG_MAN
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Post by FLAG_MAN »

From OSP Democast readme:
OSP for Wolfenstein - Democast Support
======================================
Version: 0.8
Date: 27 Oct 02
Contact: rhea@OrangeSmoothie.org
Site: http://www.OrangeSmoothie.org


So what exactly is a "Democast"? Basically, it is nothing more than
a demo that has been synced with its corresponding Shoutcast. OSP
provides the means by which to automatically load and play the synchro-
nized shoutcast with the demo.


======================
How to play a democast
======================
If the democast is created properly, you will need to do the following:

1. Get the democast (normally a .pk3) and place it in your osp/ directory.

2. Issue (from the command line... DOS Shell):

wolfmp +set fs_game osp +exec <exec= name in the pk3's filename>

3. Wolf will start up, load the map, and then decode the MP3. This
can take a while. You will also need anywhere from 10x to 20x the size
of the original mp3 for disk space.

4. After conversion, and everything goes well, the demo will start with
the mp3 playing in the background.

5. In-game sound volume is set with: s_volume (0.1-0.2 is ideal)

6. The .mp3 playback volume is set with: s_musicvolume (0.7-0.8 is ideal)

7. All conversions are stored in the osp/convert/ directory. OSP will search
this directory for a previously decoded .mp3 during playback so it won't
have to reconvert the .mp3. If you don't plan on playing the democast again,
you can delete the conversions to free up some disk space.

If something goes wrong (i.e. the mp3 does not play):
-----------------------------------------------------
1. You must have enough diskspace!! An 11M .mp3 will decode to around 230M,
as an example. You have been warned!!!

2. The democast specified the wrong .mp3 or demo to play back. Open up the
.pk3 and take a look at the included .cfg, .mp3, and demo names.

3. The democast used the wrong .mp3 format. You can see if this is the problem
by pulling down your console and looking at any error messages after OSP
has been loaded. Errors like: "mp3dec: [blah] not supported", are general
indications of this.

4. You don't have enough ram on your machine to play the converted mp3. You
will need at least the size of the wav itself for ram, plus everything else
running on your system. Wolf must load this .wav entirely into ram before
it can be played (apparently, virtual ram does not count).


If the included .cfg is wrong or missing:
-----------------------------------------
The simplest thing to do if you have only the mp3 and the demo (in demo/) is
to issue:

wolfmp +set fs_game osp +set mp3_file [.mp3 name WITHOUT the trailing .mp3 suffix] +demo [demoname]

If you want to be more fancy, grab a .cfg from another democast, or check out
the info below for democast creators.




========================
How to CREATE a Democast
========================
Creating a democast is pretty simple. It requires 3 components:

1. The demo itself (duh)
2. The .mp3 synced to the start of the demo (and in a compatible format)
3. A config that democast players can exec

All of this should be bundled in a single .pk3. The layout in the pk3
should be as follows:

<demoname>.cfg
<demoname>.mp3
demo/demo-<demoname>.dm_59

As a note from the above layout, the demo name should NOT be the same
name as the config that clients will exec when launching the democast.
People have the tendency to issue "+demo" instead of "+exec", resulting
in playing the demo without the mp3.

The name of the democast should be as follows:

[DC]-<some_descriptive_info>...exec=<demoname>.pk3

This format allows users to recognize that the pk3 contains a democast
(from the [DC] prefix), along with the name of the .cfg contained in the
.pk3 to exec to get the democast started.


<demoname>.cfg :
----------------
The format of the recommended config is given below:

// Necessary for reading .mp3 files
set sv_pure 0

// mp3 to decode -- NO EXTENSIONS!!!
set mp3_file <mp3_filename>

// Sound settings
set cg_announcer 1
set com_soundmegs 24
set s_volume 0.2
set s_musicvolume 0.7

// Demo to sync the mp3 with
demo demo-<demoname>

Note: Replace actual filenames with those listed above in <>.
DO *NOT* include the "<" and ">" characters!!

Note2: Make sure to *NOT* include the .mp3 extention on the mp3
file that you specify. It won't work if you do :p


<demoname>.mp3:
---------------
The mp3 convertor in OSP will only convert mp3s of a particular type.
Also of note is that the sampling rate of the mp3 directly dictates
the size of the resultant .wav that is play in the demo. An 11khz
mp3 conversion is 1/4 the size of a 44khz mp3.

The pickiness of the convertor and the engine dictates that the mp3s
must be in 2.5 layer, 16-bit 11/22/44kHz stereo.


demo/demo-<demoname>.dm_59:
---------------------------
Only thing to note here is from the previous recommendation where the
name of the demo should NOT be the same name as the democast .cfg file.
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Spoofeh
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Post by Spoofeh »

I'm not sure the MP3 decoding was even included in ET...
bacon
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Post by bacon »

Sauron|EFG wrote:I'm not sure the MP3 decoding was even included in ET...
Well they do have the engine source so they could add in mp3 decoding...
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bani
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Post by bani »

bacon wrote:
Sauron|EFG wrote:I'm not sure the MP3 decoding was even included in ET...
Well they do have the engine source so they could add in mp3 decoding...
we dont have the source required to do this. we have the dedicated server source, not the client source.

what osp implemented was a decoder which reads mp3 and writes out wav files, but its very slow.
Last edited by bani on Fri Aug 27, 2004 12:35 pm, edited 1 time in total.
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ReyalP
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Post by ReyalP »

bacon wrote:
Sauron|EFG wrote:I'm not sure the MP3 decoding was even included in ET...
Well they do have the engine source so they could add in mp3 decoding...
No, they only have *part* of the engine source. They do not have enough to build rendering clients. You could put mp3 decoding in a mod, if you wanted...

edit:
Damn bani and his posting hax!
send lawyers, guns and money
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Spoofeh
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Post by Spoofeh »

SCDS_reyalP wrote:You could put mp3 decoding in a mod, if you wanted...
Or OGG, if you don't want to risk getting sued...
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Rain
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Post by Rain »

Sauron|EFG wrote:
SCDS_reyalP wrote:You could put mp3 decoding in a mod, if you wanted...
Or OGG, if you don't want to risk getting sued...
Aaagh! Der Fraunhofer ist comink for me!

ogg > mp3, but transcoding [a shoutcast] from mp3 to ogg is the suck. :?
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[KuB]FraGiLe
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Post by [KuB]FraGiLe »

It's "ist komming" btw :D
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