echo cancellation for FMS or Red5? - audio

It's unavailable that since 2008, echo cancellation has been requested to ADOBE and they just have done nothing. They just promised (3 months ago) they will release the feature in june with the 10.3 player.
I need a solution now, can't wait until June. has any one tried a server side solution for this? I found this company: http://www.solicall.com/index.html, they are in Israel, I contacted them and I'm waiting or their response.
I basically need full duplex audio communication between 2 flash clients. It can be FMS or Red5 (or any other technology) as long as the users can talk without headsets and no echo.
I saw there are several question about the same subject, most of them focused to client solutions, and unfortunately without solution.
Any suggestions / ideas?
Tks.

AEC has been available since Flash Player 10.3 and Air 2.7. Here's how you use it: http://www.adobe.com/devnet/flashplayer/articles/acoustic-echo-cancellation.html
If you want to do AEC on the server-side you'd have to use something like Xuggler.

Related

Transferring Bluetooth connection via the Internet

I was always wonder what would it be my first question on StackOverflow since everything I'm looking for is already asked. (Find only one similar here Bluetooth data transfer between two countries )
BACKGROUND STORY:
From when it comes I’m a fan of Nokia N-GAGE. It’s a Nokia’s phone from 2003 with dedicated games. In its heyday 2003-2007, it has single-player, multi-player via Bluetooth and using a dedicated internet service N-GAGE ARENA for compete with people all over world.
N-GAGE ARENA servers were disabled about 2008 and as far i understand It isn't even worth trying to resurrect such a infrastructure. Mainly because it requires modifying the code of each game and that's illegal.
Multiplayer mode using Bluetooth work fine, but requires opponent 5m away max.
Nokia sold 1mln copy of this phone, and still are people all over world collecting n-gage games. I have a dream, I want to reactivate the possibility of playing multiplayer with people from all over the world.
PROBLEM DESCRIPTION:
I want to use the Bluetooth multiplayer mode by extending the usual N-GAGE to N-GAGE Bluetooth connection with an additional 3 elements. Two N-GAGEs, instead of connecting directly to each other as host-join, connect via a PC / smartphone applications that communicates with the server that transmits full data sent from the game of one user to game of the opponent.
I admit that I do not have full knowledge of technical limitations. In my opinion, as a software engineer, it is theoretically possible, but I want to consult you, people more familiar with the subject. Maybe someone is working on a similar project and can comment.
WHAT DO I KNOW:
The application would have to transmit all data from the Bluetooth connection so as not to disturb the illusion of a direct connection between N-GAGEs.
The application must enable the selection of an opponent on the basis of the game. The choice itself could be made on the basis of some kind of chat in which users first define what they are playing, who’s the host, and then the connection is made.
WHAT DO I WANT TO KNOW:
Does what I describe is even possible?
Is such capturing Bluetooth connection and forwarding is even possible?
Does the development of technology in these 15 years allow me to transfer Bluetooth connection real time through 2 additional devices and Internet connection?
I WOULD BE GREATFUL FOR:
Any technical tips, literature that can help me to understand my limitations.
Any constructive criticism. Of course before I start doing such a project I have to confirm that isn't a utopia. For me It’s a side project, I’m able to spend years on it, but don’t want to get to dead end after all effort.
Does what I describe is even possible?
Yes, yes it does. Your hardest part will be setting up a tranceiver to interpret the I/O. Your failure point would be super-encrypted messages and making transmission difficult...
If it's clear I/O you can signal this through any server and output it back to the tranciever to output. Confusing but possible just not sure of the design or how bluetooth sends its data.
Is such capturing Bluetooth connection and forwarding is even possible?
If a connection is possible then forwarding it is too. Considering this piping the transports.
Does the development of technology in these 15 years allow me to transfer Bluetooth connection real time through 2 additional devices and Internet connection?
Bluetooth real-time no... with added network latency, you're looking at anything from 1-200ms~. you may be able to improve it?
Overall I think if you can:
Connect the device to PC, and have PC talk back to device through blue-tooth
Read the data that goes in and out
Encryption proves little or none at all to be able to signal the data properly, tricky to explain you'll know though if there's a wall.
All should be possible it doesn't overly go against the grains but do more homework this is very valid.

[RDP-LYNC]How to sharing desktops or applications to Lync client or server?Is there any third-party libraries to implement RDP protocol?

We are developing a multimedia conference application and want to connect to Lync or Skype for Business.
Now we can transfer video stream (H264) and audio stream between Skype and our client.
But sharing stream stuck us,especially parsing the RDP protocol.
We have got the RDP stream,but how to get sharing contents?(Only the graphics data)
Our application run on Linux, Mac and Windows(mostly on Linux).
So is there any third-party solutions to deal with the RDP?
As I known, Polycom has completed this function.
Please keep noted that the Microsoft Remote Desktop Protocol (RDP) was replaced by Video Based Screen Sharing (VBSS) when using Skype for business. See here or here for more infos. As VBSS is the new standard, this might explain your issue. A possible solution might be to check how you can start using Video Based Screen Sharing (VBSS). I wouldn´t start building something on RDP as Microsoft might remove that in further version as there is VBSS.
However as you didn´t specify more infos for your "Solution" its not easy to give you and advise. Keep also noted that this isn´t the case for Lync. But as you specified Skype for Business and Lync I´m not sure if you see the issues with both server versions.

Is SIP required for webRTC calling to legacy VTC products

I am working on a webRTC application and would like to be able to support multiple calls and be able to call from the browser to legacy VoIP or Videoconferencing systems as well as browser to browser.
now that Asterisk has added websocket in their latest builds would you need SIP and a SIP proxy in order to communicate with VoIP systems or will Asterisk allow this?
now that H.264 has been open sourced by Cisco would you still need a transcoder in order to call a legacy VTC system?
Is Node.js the preferred technology for implementing webrtc client/server deployments? I've looked into Mobicents SIP Servlets a bit but that seems to be the only alternative technology available beside a node.js solution.
If needed I am planning on creating a SIP trunk between an Asterisk server and our Polycom VBP so the webrtc clients should be able to get presence information through that connection so if no media transcoding is required with the recent changes then media should be able to pass directly from polycom endpoint to browser with the asterisk handling the signalling.
Thank you anyone who is able to answer any of these questions, it is still early in the r&d portion of this project for me and i'd like to get as much information as possible.
also: i did see SIP over websockets to true SIP. I understand that "something" needs to stand in between the webRTC client and the VoIP phone or Legacy SIP endpoint. what I would like to know is if that can be just asterisk with the recent update. if asterisk is all that is required, is there a way to include a media transcoder like red5? I haven't seen anything in the webrtc API that would allow you to include a transcoder, asterisk has transcoding mods but none that will do vp8 to h.26x or Opus to anything as far as i know.
Answer on that question higly depend of destination "legacy" system. Cisco "legacy" systems use h323 and sip, which is not compatible with webRTC.
Sure there are alot of ways to setup asterisk, red5, opensips or other as translation level.
Webrtc goal is call from browser. It never supposed have any API for transcode. That have be done by server part(which require special knowledge and experience to be propertly setup)
There are alot of availible documentation in internet, no any way put answer in less then 30 pages of text.

VoIP client in a browser?

Google just announced that they will add support for VoIP calls in its Gmail application.
Does someone know how this will work? Did they manage to write a web-based VoIP client, or will they require the user to have Google Talk installed and somehow (how?) call this app from the browser?
I'd also like to provide customers with a way to make/receive calls through their browser, so that they wouldn't have to install an SIP client.
Thank you.
Google don't use a VoIP client in a browser. Instead the browser is used to initiate a callback to a phone number you must have previously registered. Once you answer that call Google Voice will then ring the destination number you specified and then bridge the calls together.
I've just noticed that in my inbox. They ask you to accept their EULA to start installing Google Voice. So it's not really a browser solution.
There are several companies that have built VoIP clients as e.g. Java applets.
It is totally doable, although depending on the exact requirements it may be expensive and time consuming: for instance, echo cancellation is not exactly trivial when you need to deal with arbitrary audio drivers across any and all laptops, netbooks etc out there.
There are also consulting firms that can help with that.
Full disclaimer: I own one such company ;)

How many clients can be supported by Gamekit server in IPhone 3.0

The GameKit in iPhone SDK 3.0 create a peer-to-peer bluetooth connection between two iPhones, using Server-client model. In the bluetooth spec, up to 7 clients can be connected to a server. But in GameKit document, there is no words for this issue. Does it means a GameKit server can connect more than 7 clients? If yes, does that mean some clients is in sleep mode?
Thanks!
I've been looking for a definitive answer for this for months. There isn't one as far as I can tell. I keep going back to Volcore's blogs on the "woe's of gamekit" where they detail getting up to 4 devices connected over Bluetooth with very unreliable results. All Apple's demos point to "two devices connected" to be the ideal GameKit situation. I eschewed BlueTooth in favor of Wifi in the game I am developing since I knew that I could definitely get more connected (I needed up to 6 players—wasn't convinced I could make it work with BlueTooth). I've found it to be no problem to get 3 devices and simulator talking to each other (though It's not a real-time game—it's turn based—so the data sends are small and infrequent). My guess is that GameKit over bluetooth would not support more than 7 clients.
I've been working on a little app to broadcast messages to multiple iPods. It seems rather unreliable to use bluetooth for any more than two clients (assuming you're setting up a client-server architecture). I'd recommend using cocoaasyncsocket for communicating with multiple clients. I think you'd need a router though.

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