User's Manual
Table Of Contents
- Contents
- Figures
- Tables
- Revision History
- About This Publication
- 1. Product Description
- 2. Programming Models
- 3. Device Handling
- 4. Event Handling
- 5. Error Handling
- 6. Application Development Guidelines
- 7. Call Progress Analysis
- 7.1 Call Progress Analysis Overview
- 7.2 Call Progress and Call Analysis Terminology
- 7.3 Call Progress Analysis Components
- 7.4 Using Call Progress Analysis on DM3 Boards
- 7.5 Call Progress Analysis Tone Detection on DM3 Boards
- 7.6 Media Tone Detection on DM3 Boards
- 7.7 Default Call Progress Analysis Tone Definitions on DM3 Boards
- 7.8 Modifying Default Call Progress Analysis Tone Definitions on DM3 Boards
- 7.9 Call Progress Analysis Errors
- 7.10 Using Call Progress Analysis on Springware Boards
- 7.11 Call Progress Analysis Tone Detection on Springware Boards
- 7.12 Media Tone Detection on Springware Boards
- 7.13 Default Call Progress Analysis Tone Definitions on Springware Boards
- 7.14 Modifying Default Call Progress Analysis Tone Definitions on Springware Boards
- 7.15 SIT Frequency Detection (Springware Only)
- 7.15.1 Tri-Tone SIT Sequences
- 7.15.2 Setting Tri-Tone SIT Frequency Detection Parameters
- 7.15.3 Obtaining Tri-Tone SIT Frequency Information
- 7.15.4 Global Tone Detection Tone Memory Usage
- 7.15.5 Frequency Detection Errors
- 7.15.6 Setting Single Tone Frequency Detection Parameters
- 7.15.7 Obtaining Single Tone Frequency Information
- 7.16 Cadence Detection in Basic Call Progress Analysis (Springware Only)
- 8. Recording and Playback
- 8.1 Overview of Recording and Playback
- 8.2 Digital Recording and Playback
- 8.3 Play and Record Functions
- 8.4 Play and Record Convenience Functions
- 8.5 Voice Encoding Methods
- 8.6 G.726 Voice Coder
- 8.7 Transaction Record
- 8.8 Silence Compressed Record
- 8.9 Recording with the Voice Activity Detector
- 8.10 Streaming to Board
- 8.11 Pause and Resume Play
- 8.12 Echo Cancellation Resource
- 9. Speed and Volume Control
- 10. Send and Receive FSK Data
- 11. Caller ID
- 12. Cached Prompt Management
- 13. Global Tone Detection and Generation, and Cadenced Tone Generation
- 13.1 Global Tone Detection (GTD)
- 13.1.1 Overview of Global Tone Detection
- 13.1.2 Global Tone Detection on DM3 Boards versus Springware Boards
- 13.1.3 Defining Global Tone Detection Tones
- 13.1.4 Building Tone Templates
- 13.1.5 Working with Tone Templates
- 13.1.6 Retrieving Tone Events
- 13.1.7 Setting GTD Tones as Termination Conditions
- 13.1.8 Maximum Amount of Memory for Tone Templates
- 13.1.9 Estimating Memory
- 13.1.10 Guidelines for Creating User-Defined Tones
- 13.1.11 Global Tone Detection Application
- 13.2 Global Tone Generation (GTG)
- 13.3 Cadenced Tone Generation
- 13.3.1 Using Cadenced Tone Generation
- 13.3.2 How To Generate a Custom Cadenced Tone
- 13.3.3 How To Generate a Non-Cadenced Tone
- 13.3.4 TN_GENCAD Data Structure - Cadenced Tone Generation
- 13.3.5 How To Generate a Standard PBX Call Progress Signal
- 13.3.6 Predefined Set of Standard PBX Call Progress Signals
- 13.3.7 Important Considerations for Using Predefined Call Progress Signals
- 13.1 Global Tone Detection (GTD)
- 14. Global Dial Pulse Detection
- 14.1 Key Features
- 14.2 Global DPD Parameters
- 14.3 Enabling Global DPD
- 14.4 Global DPD Programming Considerations
- 14.5 Retrieving Digits from the Digit Buffer
- 14.6 Retrieving Digits as Events
- 14.7 Dial Pulse Detection Digit Type Reporting
- 14.8 Defines for Digit Type Reporting
- 14.9 Global DPD Programming Procedure
- 14.10 Global DPD Example Code
- 15. R2/MF Signaling
- 16. Syntellect License Automated Attendant
- 17. Building Applications
- Glossary
- Index

98 Voice API Programming Guide — June 2005
Recording and Playback
8.10.3 Implementing Streaming to Board
Perform the following steps to implement streaming to board in your application:
Note: These steps do not represent every task that must be performed to create a working application but
are intended as general guidelines for implementing streaming to board.
1. Decide on the size of the circular stream buffer. This value is used as input to the
dx_OpenStreamBuffer( ) function. To determine the circular stream buffer size, see
Section 8.10.4, “Streaming to Board Hints and Tips”, on page 98.
2. Based on the circular stream buffer and the bulk queue buffer size, decide on values for the
high and low water marks for the circular stream buffer. To determine high and low water mark
values, see Section 8.10.4, “Streaming to Board Hints and Tips”, on page 98.
3. Initialize and create a circular stream buffer using dx_OpenStreamBuffer( ).
4. Set the high and low water marks using dx_SetWaterMark( ).
5. Start the play using dx_playiottdata( ) or dx_play( ) in asynchronous mode with the io_type
field in DX_IOTT data structure set to IO_STREAM.
6. Put data in the circular stream buffer using dx_PutStreamData( ).
7. Wait for events.
The TDX_LOWWATER event is generated every time data in the buffer falls below the low
water mark. The TDX_HIGHWATER event is generated every time data in the buffer is above
the high water mark. The application receives TDX_LOWWATER and TDX_HIGHWATER
events regardless of whether or not dx_SetWaterMark( ) is used in your application. These
events are generated when there is a play operation with this buffer and are reported on the
device that is performing the play. If there is no active play, the application will not receive any
of these events.
TDX_PLAY indicates that play has completed.
8. When all files are played, issue dx_CloseStreamBuffer( ).
8.10.4 Streaming to Board Hints and Tips
Consider the following usage guidelines when implementing streaming to board in your
application:
• You can create as many circular stream buffers as needed on a channel; however, you are
limited by the amount of memory on the system. You can use more than one circular stream
buffer per play via the DX_IOTT structure. In this case, specify that the data ends in one buffer
using the STREAM_EOD flag so that the play can process the next DX_IOTT structure in the
chain.
• In general, the larger you define the circular stream buffer size, the better. Factors to take into
consideration include the average input file size, the amount of memory on your system, the
total number of channels in your system, and so on. Having an optimal circular stream buffer
size results in the high and low water marks being reached less often. In a well-tuned system,
the high and low water marks should rarely be reached.
• When adjusting circular stream buffer sizes, be aware that you must also adjust the high and
low water marks accordingly.