DocumentCode
2755117
Title
Peer-to-Peer Voice Communication for Massively Multiplayer Online Games
Author
Triebel, Tonio ; Guthier, Benjamin ; Plotkowiak, Thomas ; Effelberg, W.
fYear
2009
fDate
10-13 Jan. 2009
Firstpage
1
Lastpage
5
Abstract
We present an approach for integrating voice communication into massively multiplayer online games (MMOG). The currently available third-party software solutions involve additional fees and are not connected to the game logic. Other approaches use the game servers directly for mixing and transmitting speech. Doing so allows for a tight coupling of speech and in-game events but consumes large amounts of bandwidth and computational power on the servers. Our novel idea is a mix between server-based signaling and peer-to-peer data transmission. While the entire game context resides on the server, audio streams are transmitted in a peer-to-peer fashion and processed at the peer nodes only. This technique splits up the workload among all machines while still allowing to relate speech processing to game events. We further improve the processing performance on the clients by using SOUND, a novel technique for distance based resampling.
Keywords
computer games; peer-to-peer computing; speech processing; distance based resampling; game logic; game servers; massively multiplayer online games; peer-to-peer data transmission; peer-to-peer voice communication; speech processing; Bandwidth; Bit rate; Codecs; Communication channels; Layout; Peer to peer computing; Protocols; Speech; Streaming media; Telecommunication traffic;
fLanguage
English
Publisher
ieee
Conference_Titel
Consumer Communications and Networking Conference, 2009. CCNC 2009. 6th IEEE
Conference_Location
Las Vegas, NV
Print_ISBN
978-1-4244-2308-8
Electronic_ISBN
978-1-4244-2309-5
Type
conf
DOI
10.1109/CCNC.2009.4784968
Filename
4784968
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