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  1. 111 votes

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    19 comments  ·  Chat » Stream Chat  ·  Admin →
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    Bucketsmith commented  · 

    Americans basing their global platform on their own standards again? Come on, use 24 hour clock by default and give option for non-standard users to use their 12 hour clock.

    Bucketsmith supported this idea  · 
  2. 989 votes

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    Bucketsmith supported this idea  · 
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    Bucketsmith commented  · 

    Implement streaming with multiple, separate audio tracks.

    This is all going to sound more complicated and advanced than it really is, so bear with me as I explain it.

    Summary:
    Viewers would have a single volume slider in the same way as it has always been implemented. It functions as a 'master volume'.
    When clicked on a button, an 'audio control panel' would open.
    This panel would show multiple volume sliders. One for each audio source or 'track' that the viewer is hearing, and that the streamer is uploading.
    One for music, one for streamers' voice/microphone, one for game audio, one for voicechat, etc.

    Background:
    'Tracks' in this context means the datastream inside the complete file(container) as it is being sent to Twitch.
    A container file (mp4, mkv, mov, etc) contains at least one video track and one audio track, but it *can* contain many more. Think of it as a zipfile.
    For example, when you download legitimate films, some videos(which are container files) have a video, audio and subtitle text file as a datastream inside the container. That is why you would see subtitles automatically play in those videos.

    The technology is already possible and partially implemented by way of the 'VOD track' option in Twitch and capture software. (You select which audio is put into a second audio track, and only that track is used by Twitch servers to make your VOD, as opposed to your livestream.)

    This feature gives several benefits for all parties involved, that offset the relatively marginal increase in throughput data for Twitch. I say marginal, because audio data is much smaller than video data.

    Example usecases:
    A. A viewer plays a recently released, popular game. They frequently watch a specific streamer that is streaming the same game.
    The streamer gives commentary on the game, similar to a podcast.
    The viewer does not wish to spoiler themselves on the game, but still wishes to hear their thoughts and opinions on the game.
    They can mute game audio, but keep hearing the streamer, whilst the viewer keeps playing the game simultaneously.

    B. A streamer is not as tech savvy and is having audio balancing issues.
    Viewers are having a lot of trouble hearing the streamer clearly , since the game audio or music drowns out their voice. Or the volume on alerts is shockingly loud.
    Viewers can raise the volume of the streamer's voice, and/or lower the volume of the game/music/alerts.

    C. A viewer wants to see gameplay of a specific game, possibly a popular newly released game.
    The viewer is not interested in the commentary of the streamer, and they find it hard to search for a streamer to their liking.
    The viewer mutes the streamers voice, and keeps the game audio on.

    D. A streamer is playing a game and has music on.
    A viewer enjoys the streamer and their gameplay, but not the music.
    The viewer can mute the music but keep the rest intact.

    The rundown:
    - Streamers get more control over how their audio comes into the stream for their viewers
    In a general sense, being able to give more customizable audio experience to viewers minimizes audio issues and annoyances and improves service and community growth
    - Removing and managing problematic copyrighted audio becomes much easier
    Especially when properly set up on separate track in streaming/capture software, assuming fair usage, emphasis can lie on the specific track(s) that have issues.
    - Removing copyrighted audio does not compromise the other audio tracks E.g. mic/self-voice, game audio, voicechat will not have to be muted or altered and it becomes much more straight forward to mute portions of the selected tracks, and can even pave the way to be able to edit in replacement audio.
    This applies to both livestream and VODs.
    - Viewers get more control over how their audio is managed
    Viewers can customize their own experience and streamers become less dependent on the broad availability of different viewer audio setups.
    If viewers can get more control over the audio, there are less frustrations for all parties involved.
    If a game is too loud, viewers no longer have to complain to the streamer in most cases. Streamers would currently have to pause what they are doing and this stops the flow of entertainment. With this suggested development, these moments become much rarer as viewers can mitigate the issue themselves.
    - Viewers can selectively turn off(zero volume) an audio track that the streamer is uploading
    For example, to turn off the music the streamer is putting out, or selectively turning on or off microphone, game audio and voice chat audio when watching a multi-stream.
    - Opens up a possibility for more behind-the-scenes data/telemetry
    This gives streamers more insight and feedback on how viewers experience the stream's audio setup by seeing when and what tracks viewers control/mute.
    - Paves the way for game developers to give the option to output multiple audio tracks as well
    To further control audio levels, and fight problematic copyrighted mus

  3. 251 votes

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    20 comments  ·  Developers » API  ·  Admin →
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    Bucketsmith supported this idea  ·