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author | icculus <icculus@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-06-08 07:09:10 +0000 |
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committer | icculus <icculus@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-06-08 07:09:10 +0000 |
commit | cb33a80a6843fdc76ef82ee86cf5c90c23060ff3 (patch) | |
tree | f24c0d94839cba075b8c2b9cf659178b163dfaa8 /code/game/g_utils.c | |
parent | 1578ade96332b449ae175385c7dbb1782740bc81 (diff) | |
download | ioquake3-aero-cb33a80a6843fdc76ef82ee86cf5c90c23060ff3.tar.gz ioquake3-aero-cb33a80a6843fdc76ef82ee86cf5c90c23060ff3.zip |
VoIP: attempt at changing voipPower calc and using it for VAD.
The Speex VAD sort of sucks, honestly, or I'm not using it right. Now
trying this algorithm, after denoising:
http://lists.xiph.org/pipermail/speex-dev/2006-March/004269.html
And I'll play around to find the threshold for considering a set of frames
to be "voice" from there.
Also worth noting: we consider the power of the set of frames as a whole, so
you need to sustain power for 0.25 seconds at a time, or it's not "voice."
git-svn-id: svn://svn.icculus.org/quake3/trunk@1377 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_utils.c')
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