Version
- iOS
The following diagram illustrates the integration of GME in Wwise and provides an idea of how the project is set up and how it is executed at runtime.
GME captures the microphone input from the OS and applies noise reduction and echo cancellation. Echo cancellation needs the final rendered audio to operate. This is provided by the Tencent GME Session effect (#10) from the audio router to the Master Bus.
The local player’s voice chat source is sent to teammates through GME servers. Audio effects can optionally be applied.
Any other game audio sources such as music, ambient sounds, SFX, and so on can also be sent to GME servers.
Voice activity detection and encoding optimizes network bandwidth.
The GME media server receives voice chat and redirects individual streams to the proper receivers.
The incoming voices from the GME servers are received, managed, and decompressed into PCM audio.
Incoming voice chat is assigned to independent sound instances, which allows for additional DSP, distance attenuation, positioning, and so on.
Voice chat can be mixed as a single audio input stream when desired.
All sounds, except audio received from GME servers, are locally triggered by the game.
The audio streams sent to the Audio Device are observed by the Tencent GME Session effect plug-in, which is necessary for echo cancellation (#1).
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