I myself, would love a "Team Voice" and "All Talk Voice" seperate of each 
other, that is my biggest gripe, i love playing tf2, but some love all talk on, 
and some love it off, i prefer off.. 
thx.
-----Original Message-----
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
Sent 7/23/2008 11:07:15 AM
To: "'Half-Life dedicated Win32 server mailing list'" 
<hlds@list.valvesoftware.com>
Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channelPointless, 
people can still mic-spam without using voice_inputfromfile
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
Sent: Wednesday, July 23, 2008 10:59 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel
This sounds like an awful lot of work for a very small minority of
people.  I can honestly say I've NEVER seen (heard?) anyone on my
sever trying playing music for  a "shared experience".
There's already an SM plugin
(http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
of HLSS and HLDJ (works great!), making this even less of a priority,
I'm sure.
On Tue, Jul 22, 2008 at 2:55 PM,  <[EMAIL PROTECTED]> wrote:
> As you know, a lot of people use the VoiceCom Play-From-File feature
> (Heretofore refereed to as "PFF") to do things like play music and
> prerecorded sounds with the assistance of tools like HLSS and HLDJ. While
> many people find this annoying, others rather enjoy it. Unfortunately for
> everybody, the sound files used must be converted to a low-quality wave
> file and altered to prevent distortion, and are played back through the
> general VoiceCom system.
>
> My suggestion is actually quite simple and would improve enjoyment for all
> players across the board, with the notable exception of people who play
> the game for the sake of causing others grief.
>
> Step 1: Add a second VoiceCom channel. The current voice channel should be
> renamed to reflect it's status as a sub-channel, such as "VoxChan", and
> this second one should be titled something like "PFFChan".
> Step 2: Force any audio that's played from a file to be broadcast over
> "PFFChan", and any audio from a system input to be broadcast over
> "VoxChan"
> Step 3: Allow people to selectively mute entire channels so that they can
> (if they so choose) listen exclusively to people talking, to exclusively
> file-based content, to everything, or to nothing at all. Allow servers to
> block "PFFChan" and/or "VoxChan" via a setting, just as servers can block
> VoiceCom now.
> Step 4: Add support streaming precompressed files (MP3 and OGG formats
> would likely be best), since precompressed files have a much higher
> quality to bandwidth ratio. This allows for full-quality sound for far
> less bandwidth. (Limiting it to 96kbps would be acceptable)
> Step 5: Increase flexibility of sound options to allow players to adjust
> the three-way balance between the two channels and the game as they see
> fit.
>
> The following are optional, but recommended:
> Option 1: Support for media information (ie: ID3) so that players could be
> easily informed as to the source of a file (Via overlay, menu, or HUD
> message).
> Option 2: Local buffering options to prevent skips, drops, or desychs in
> playback. File playback is not as time-sensitive as voice, and so a local
> buffer could protect against sudden lagspikes or short periods of lessened
> bandwidth.
>
> Although the ability to manage these files in game would be convenient,
> there are actively maintained third-party packages that would be quickly
> retrofit for this task.
>
> Benefits:
>
> *Easier server administration: Many servers disapprove of PFF, but
> encourage the use of VoiceCom. These servers are often faced with
> transient players who make use of the PFF feature, often resulting in the
> admins being forced to take action against them. Blocking PFFChan on a
> server would preemptively stop most such events.
> *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
> then griefers would need to use either an awkward hardware solution or a
> virtual soundcard driver/software package.
> *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit mono
> sound, which quite frankly is horrible. Since compression takes far more
> CPU time than decompression, and is by it's very nature a time/memory
> trade-off, you can get far better quality for the same bandwidth without
> increasing CPU load by simply streaming precompressed audio instead of
> compressing streamed audio under heavy CPU load.
> *Decreased Bandwidth Consumption: As corollary to the above, the bandwidth
> consumption is less per quality for precompressed audio than for real-time
> compression. A carefully chosen KBPS limit would allow both vastly
> improved quality and reduced bandwidth.
>
>
> Here's a crude flowchart showing the key differences between the current
> system and the one I propose:
> http://img.photobucket.com/albums/v247/Baikasu/voicecomflow_MkII-1.gif
>
>
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