Networking (Rob Laddish)

The machine performing the rendering is a reality engine named wavelet. This machine has no sound capability, so we are forced to use another. We picked the machine glim because it supports sound and it's close to the responsive workbench.

The sound samples must be sent with the lowest latency possible. Also, error-free transmission is not needed, because we do not want to play sounds long after the event has occured. For these reasons, we use IP UDP packets. The executable called sound_server must be running on the remote machine, and the pool program will send it packets directly. Another executable called send_sound may be used to communicate with the sound server independant of the pool program. When the pool program starts, it attempt to remsh to the sound_server host and start the sound_server program. When the pool program ends, it send a packet to the sound_server telling it to quit.

The user can turn sound on & off and modify the master volume with the virtual buttons.

Related config file parameters:

See Also: