I have setup a test machine and a production machine. Since recently the
production machine behaves differently in terms of uuid bridge.
How it should work (and how it worked before)
1) call A comes in
2) I play some messages to A
3) In the meantime I originate a call to B and transfer to an
One more info:
I have updated to the newest SVN version of FS.
A and B can actually hear each other (just a bit, some scratching) while
the announcement to A is very slow (~50% speed) and very choppy.
Best regards
peter
Peter P GMX schrieb:
> I have setup a test machine and a production machine.
update one more time and see how that is
On Tue, Jan 6, 2009 at 12:25 PM, Peter P GMX wrote:
> One more info:
> I have updated to the newest SVN version of FS.
> A and B can actually hear each other (just a bit, some scratching) while
> the announcement to A is very slow (~50% speed) and very c
Hello Anthony,
I updated to SNV=11084 and still have the problem. The behaviour is
slightly changed now.
Step 4+5 (a s below in my mail)
4) When I bridge A and B, A and B canNOT hear each other (e.g. for 1/2
sec). A continues to hear its messages, B does not hear anything
5) When I hangup B then A
Yes, I am doing it via event socket.
On a system with pure SIP it works, but on a system where on both logs
openzap is used, it doesn't work. So maybe it's an openzap problem?
I do the following via event socket:
Leg B is doing the bridge via "uuid_bridge " while leg A is playing a soundfile
I investigated a bit more in this.
If I use my event_socket app, it does bridge but event_socket stays in
the line. I tested the following scenarios:
- bridge openzap with openzap
- bridge openzap with sip
- bridge sip with sip
So it's not an openzap-Issue.
Before I bridge, I transfer both legs o
Hello Anthony,
let me describe what I do:
On leg A I play a sound via mod_eventsocket thruogh the read application
to make this sound interruptable
call-command: execute
execute-app-name: read_int
execute-app-arg: 0 1 wava.wav interrupt_digit 0
event-lock:true
On leg B I play a sound via mod_even