do not attenuate that much in the server, more fair reduction of quality parameters in the server
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205daead99
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2 changed files with 9 additions and 6 deletions
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@ -298,8 +298,11 @@ void CChannelSet::SetOutputParameters()
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break;
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}
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int iCurCh = 0;
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while ( ( iCurCh < USED_NUM_CHANNELS ) && ( !bUploadRateIsBelowLimit ) )
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// we try to set the worst parameters to the clients which connected
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// the latest to the server, therefore we apply the new parameters to
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// the last channels first
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int iCurCh = USED_NUM_CHANNELS - 1;
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while ( ( iCurCh >= 0 ) && ( !bUploadRateIsBelowLimit ) )
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{
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if ( vecChannels[iCurCh].IsConnected() )
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{
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@ -312,8 +315,8 @@ void CChannelSet::SetOutputParameters()
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( CalculateTotalUploadRateKbps() <= iUploadRateLimitKbps );
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}
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// next channel
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iCurCh++;
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// next channel (backwards counting)
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iCurCh--;
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}
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// next trial index
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@ -183,8 +183,8 @@ CVector<short> CServer::ProcessData ( CVector<CVector<double> >& vecvecdData,
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const int iNumClients = vecvecdData.Size();
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// 3 dB offset to avoid overload if all clients are set to gain 1
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const double dNorm = (double) 2.0;
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// some offset to avoid overload when mixing clients together
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const double dNorm = (double) 1.25;
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// mix all audio data from all clients together
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for ( int i = 0; i < MIN_SERVER_BLOCK_SIZE_SAMPLES; i++ )
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