We are building a basic multiplayer game in Unity 3D and would like to have some of the heaviest parts worked out first. We specifically need to support 4-8 player audio chat for our players.
From my research there are a handful of ways to approach this, and I am looking for someone capable of determining the best solution:
1. Mix all channels on server and deliver single, pre-mixed audio channel to each player
Advantage: Minimal bandwidth required
Disadvantage: Inability for each player to adjust each individual channel (mute, volume control of other players)
2. Mix all channels on client and deliver separate audio channel per player per client
Advantage: Mute/volume control on client for each player
Disadvantage: Exponentially higher bandwidth per player
In addition, there are some actual considerations to be made with what technology is delivering the audio. Do we use VoIP? iPhone/Android SDK to make phone calls within the app? Use Unity networking and audio features to 'chunk' data across the network?
Lastly, we'd like whatever solution we decide on to give us the ability to use speech-to-text software to transcribe audio channel to text in near real-time (Short latency acceptable). This will most likely happen on the client's device at the point of capture, then use RPC to transmit the text to the server and then to each client.
This sounds interesting. I can definitely handle what you need, and have researched a few solutions I think would fit nicely, as well as another approach I'm wondering if you've considered yet. I look forward to hearing from and working with you soon.
$1,250 USD in 20 days
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Hello
I read your job in carefully and very interesting your job
because of I have quite good experience in unity3D game/apps development
so,I am sure I can provide great result.
Let's discuss via Skype in detail
Best Regards.