Författare: Daniel Nylander

  • Äntligen! Miami Vice på DVD

    Äntligen!

    Efter år av väntan är den här.. första säsongen av kultserien Miami Vice.
    Problemet har tydligen varit rättigheter kring musik och annat i serien.

    Då är frågan.. var köper man den?
    Region 1 = 210 kr
    Region 2 = 510 kr

    Svaret är rätt klart. R1:an ser bättre ut, är billigare och finns på marknaden (R2 släpps 25/4).
    Nästa fråga är då.. när kommer resten av säsongerna?

    Boxart

  • MAME 0.93 släppt!

    0.93
    —-

    The main feature of this release is Aaron’s huge update to the sound system.
    There is a high chance this has introduced new sound / crashing bugs in
    several drivers. A number of problems were already found and fixed prior to
    the 0.93 release thanks to Aaron, Derrick and R.Belmont. Updates will follow
    to correct any severe bugs found. Please test this release extensively.

    —-

    Sound System update [Aaron Giles]
    (see list below for changes)

    Sound System Changes
    ——————–

    Core changes
    ———–
    common.c:
    * Changed auto_malloc() behavior so that a failure is absolute (calls
    osd_die); you can now assume that auto_malloc will always succeed and will
    never return NULL.
    * Removed all sample loading code; this is now in sound/samples.c

    config.c:
    * Tried to update this to the new mixer stuff in usrintrf.c, but it hasn’t
    been tested and I bet it’s busted somehow.

    driver.h:
    * driver->sound_attributes is gone; if you need to detect stereo support,
    count the speakers.

    mame.h:
    * Machine->samples is history (yay!)

    timer.c:
    * I created a new type of timer that has a pointer for a callback param
    instead of an int. These sit next to the existing timer code, so nothing
    else is affected. They made object orienting the sound cores much much
    cleaner.

    usrintrf.c:
    * Mixing volumes are retrived from the sound core, not from the mixer (which
    is gone). Mixing volumes can now be overdriven to 2.0 (could be increased in
    the future)

    Machine driver changes
    ———————-
    * MDRV_SPEAKER_ADD is how to create a new speaker. You specify a name and a
    3D vector for where the speaker is relative to the player’s head.
    * MDRV_SPEAKER_REMOVE and MDRV_SPEAKER_REPLACE operate as expected.
    * MDRV_SPEAKER_STANDARD_MONO(”name”) specifies a single standard mono
    speaker positioned directly in front of the user.
    * MDRV_SPEAKER_STANDARD_STEREO(”leftname”,”rightname”) specifies a standard
    pair of stereo speakers situated to the left/right of the user.

    * MDRV_SOUND_ADD now takes a ’clock’ parameter instead of an interface
    pointer. The clock for each chip is specified here rather than in the
    interface. I have removed any ’clock’-like parameters from all the sound
    interface structures.
    * MDRV_SOUND_CONFIG is where you specify the interface. This mirrors
    MDRV_CPU_CONFIG. Note that you do not have to specify a config; in this
    case, it is NULL. This is ok. Many sound chips really only need a clock and
    volume info (which has also been removed from the interface structs).
    * MDRV_SOUND_ROUTE is how to control where a sound chip outputs its data.
    The first parameter is the output index, or ALL_OUTPUTS if you want to route
    all the outputs for a given chip to the same place. The second parameter is
    either the name of a speaker or the name of another tagged sound chip. The
    third parameter is a floating point gain: 1.0 is standard.
    * You can specify as many sound routes as you need; multiple routes for the
    same output will split the sound. For example, you can route the single mono
    output of an OKIM6295 to both the left and right speakers on a stereo
    system.

    Sound core interface changes
    —————————-
    mixer.c/.h:
    * These files are gone, gone, gone. Everything is handled by the streams or
    by sndintrf.c directly. Mixing is performed by code in sndintrf.c which
    creates a stream to do the final mixing.

    sndintrf.h:
    * We now no longer #include every sound core’s header. You have to include
    them yourself in your driver.

    sndintrf.c:
    * Sound cores are now hooked up very much like CPU cores. There is a single
    get_info function that is public for each core; all other functions and data
    are retrieved through it.
    * Similar to CPU cores, you can call sndtype_xxx() to query/set values for a
    specific sound chip type; you can also call sndnum_xxx() to query/set values
    for an indexed sound chip in the Machine->drv->sound array; finally, you can
    call sndti_xxx() to query/set values for the nth instance of any give sound
    chip type (sndti = sound type+index).
    * At startup, all sound cores/filters are created. Then all the speakers are
    created. Finally, everything is wired up together. There are new consistency
    checks to make sure you don’t do anything wildly bad.
    * sndintrf.c calls the OSD layer now, and always requests stereo output. It
    also does a final downmix from the various speaker streams into left/right
    streams based on the X coordinate of the speaker.

    sound/streams.c:
    * I have added a new type defined in sound/streams.h: stream_sample_t, which
    is used to represent a sample as used by the stream system. It is typedef’d
    to an INT32.
    * Regardless of the size of stream_sample_t, all streams should be generated
    as if 16 bits were the maximum. The extra bits give us headroom to overdrive
    things if we want.
    * All streams have the same format callback, with support for multiple
    inputs and outputs.
    * Each stream has a sample rate; inputs to that stream will be
    down/upsampled to that rate; outputs will be down/upsampled as necessary to
    connect to the input of the next stream/speaker in line.
    * Each input to a stream has its own gain, and each output has a gain as
    well. These can be controlled while things are running to provide some extra
    volume knobs.
    * I haven’t done much in the way of optimizations in order to keep things
    simple and working. Once things are back to normal, I may consider some
    additional optimizations.

    Notes for sound core authors
    —————————-
    * I marked all sound cores as Copyright the MAME Team; if you want your own
    credit there, feel free to send an update.
    * I removed all volume and clock speeds from the interfaces; these are
    specified elsewhere now.
    * I made interfaces optional for many sound chips that often don’t need an
    interface.
    * Many sound cores used global variables and assumed a single instance of
    themselves; this has been fixed in all cases.
    * In some cases I removed global lookup tables and pushed them into the
    sound interfaces. This can eventually be fixed but I didn’t want to deal
    with it.
    * stream_init and stream_init_multi are gone; there is only stream_create
    now.
    * Streams are named for you automatically, so you don’t need to pass in
    names to stream_create. Volumes are also outside of your control now, so you
    don’t need to pass in volumes to stream_create either.
    * The get_info function can return pointers to set_info(), start(), stop(),
    and reset(). There is no concept of an update() function anymore — updates
    are handled via streams.
    * The start() function is passed three things: a ’sound index’, which
    indicates which instance of chip you are (i.e., 0 if you’re the first chip
    of this type to be created, 1 if you’re the second, etc); a ’clock’ which is
    specified in the driver (no clocks in the interfaces please!); and a
    ’config’ which is a pointer to the interface for this chip (it can be NULL
    too, be careful).
    * The start() function now is expected to allocate memory for its data
    structures and return a pointer to that if successful. If not, it should
    return NULL.
    * The pointer returned by the start() function is passed to the stop() and
    reset() functions.
    * Since there were many cases where we provided a read/write handler for the
    ’nth’ chip, you can also fetch the pointer from the start() function by
    calling sndti_token(chip_type, index).
    * If you have a non-digital chip that doesn’t do internal clipping, you can
    probably remove the clipping code and let the mixer clip it in the end.
    * If you do your mixing in a secondary buffer to get more bits of
    resolution, you can probably optimize your code to mix directly into the
    stream buffer.
    * While fixing up all the sound cores I was VERY brute force in getting
    things to work. If you don’t like what I did to your sound core, feel free
    to fix it up.

    Sound core-specific changes
    —————————
    * ADPCM — I removed this entirely and wired up dummy MSM5205s to most of
    the drivers still using it; these need to be revisited and fixed.
    * AY8910 — cleaned up the interface for the YM chips to access this.
    * Custom — many drivers using ”custom” drivers were just using hard-coded
    samples and playing them with the (now-defunct) mixer. This is not ”custom”,
    it is ”samples”. They have been converted over to samples.
    * Filter (volume) — this is a new very simple filter that can be used to
    control the volume of a stream if you need an extra knob.
    * Filter (RC) — this is a new filter that replaces the old RC filter that
    was in the streams code. Eventually, this could get replaced by some simple
    discrete logic.
    * IremGA20 — Acho cod… transmission lost
    * NES APU — changed the way this worked so that it used streams properly
    instead of an update function.
    * Samples — there is now a start function that allows you to create your
    own custom samples if you want. This allows us to replace ”custom” drivers
    with ”samples” in several cases. There is a new call sample_start_raw()
    which lets you play a raw sample from a pointer to INT16 data.
    * Votrax — there was a dead Vortrax core that was still being
    hard-compiled. I pulled this out and made it a proper sound type (which
    currently isn’t included).
    * VRender0 — fixed a clipping bug that was lurking there (negative clipping
    wrapped to positive values — noticeable at 32-bits)
    * YM2151 — removed the alternate version and kept only Jarek’s around.
    Having two cores was confusing and caused problems.
    * YM2203/2608/2610 — these chips now pass a set of functions into the FM
    core with pointers to all the AY8910-compatibility routines, rather than
    relying on global pointers.
    * YMZ280B — this code is just terrible now compared to when I first wrote
    it! 🙁

    —-

    Other changes in 0.93
    ———————

    Misc patch [Nathan Woods]
    src/debug/debugcpu.c:
    – Changed an instance of memory_get_read_ptr() to memory_get_op_ptr()

    src/cpu/g65816/g65816ds.h:
    src/cpu/g65816/g65816ds.c:
    src/cpu/g65816/g65816.c:
    – G65816 disassembler changes; program_read_byte() is no longer used
    for disassembling and also the core now reports the PC as being the full
    PB or’d with PC

    Fixed controls in Hyper Crash (still needs freeplay to start) [Angelo Salese]

    Changed Big Striker to use its PROM [Pierpaolo Prazzoli]

    Changed way .map file is generated [smf]

    SPI Big Endian fix [R.Belmont]

    Swapped Namco 54xx filters on Port A & C [Derrick Renaud]
    (fixes xevious sound)

    C89 fix [Lawrence Gold]

    Decrypted GFX in all SPI games [Nicola Salmoria]

    Fixed crash in WCBowling 1.2 [Derrick Renaud]

    FD1089 update (adding 317-0028) [Nicola Salmoria]

    Added many opcodes to Shisensho II decryption table [Pierpaolo Prazzoli]
    game is *almost* working correctly, still some errors

    Updated MACs driver [Tomasz Slanina]
    yujan now boots but isn’t playable

    Fixed ddcrew (2 player) sound loading [David Haywood]

    Fixed Alien Syndrome ROM names [Shinobiz]

    Removed ingame debug button in rachero which was causing you to be locked
    to the middle lane [David Haywood]

    New Games / Clones supported or promoted from GAME_NOT_WORKING status:
    ———————————————————————-

    Ufo Senshi Yohko Chan [Pierpaolo Prazzoli, Nicola Salmoria]

    Senkyu / Battle Balls [Nicola Salmoria, Ville Linde]
    Raiden Fighters [Nicola Salmoria, Ville Linde]
    Raiden Fighters 2 [Nicola Salmoria, Ville Linde]
    Raiden Fighters Jet [Nicola Salmoria, Ville Linde]
    Viper Phase 1 [Nicola Salmoria, Ville Linde]
    E-Jan High School [Nicola Salmoria, Ville Linde]
    sound emulation on the SPI games is still incomplete
    various alpha blending effects missing

    clones
    ——

    Super Cross (Japan set 2) [Pierpaolo Prazzoli]

    Alpha Mission [Dave Widel]

    Aliens (World set 3, Japan set 2) [MAN]

    Defense [Torsten]
    (note the program roms are bad on the original board, a patch is needed)

    High Impact Football Proto v8.6 [Brian Troha]

    Surprise Attack (Asia Ver L.) [Andreas Thorsén]

    G-Darius (Ver 2.02A)

    New games marked as GAME_NOT_WORKING
    ————————————

    MoonQuake [Mariusz Wojcieszek]

    Tuts Tomb
    Ghost Hunter
    guns not hooked up

  • Röstfiler Uppdatering 2

    Nya röstfiler.

    Svenska röstfiler (412 filer)

    Svenska röstfiler (uppdatering 2) (155 filer)

    Nya filer:

    1-yes-2-no
    Tryck 1 för ja eller 2 för nej

    accessible-through-system
    nåbara genom detta system

    account-balance-is
    kontosaldot är

    activated
    aktiverad

    address
    address

    after-the-tone
    efter signalen

    agent-alreadyon
    den agenten är redan påloggad. tryck in ditt agent-id, avsluta med fyrkant

    agent-incorrect
    Felaktigt login. Tryck in ditt agent-id, avsluta med fyrkant

    agent-loginok
    Agenten är inloggad

    agent-loggedoff
    Agenten är urloggad

    agent-newlocation
    Vänlig tryck in den nya anknytningen, avsluta med fyrkant

    agent-pass
    Tryck ditt lösenord, avsluta med fyrkant

    agent-user
    Agent login. Vänligen tryck in ditt agent-id, avsluta med fyrkant

    airport
    flygplats

    all-outgoing-lines-unavailable
    Alla utgående linjer är för närvarande upptagna

    all-reps-busy
    Alla representanter är för tillfället upptagna

    all-your-base
    All your base are belong to us (hoho, klassiker!)

    altitude
    Höjd

    and
    Och

    and-area-code
    och riktnummer

    and-or
    Och/eller

    and-prs-poung-whn-finished
    och tryck fyrkant när du är klar

    an-error-has-occured
    Ett fel har inträffat

    another-time
    En annan gång

    approximately
    ungefär

    are-you-still-there
    ?r du fortfarande kvar?

    are-you-still-there2
    ?r DU fortfarande kvar? (skämtsamt)

    astcc-account-balance-is
    Ditt kontosaldo är

    astcc-account-number-invalid
    Det kontonummer du matat in är felaktigt

    astcc-balance-of-account-is
    Saldot på ditt konto är

    astcc-card-number-invalid
    Kortnumret du matat in är felaktigt

    astcc-digit-account-number
    Nummerkonto

    astcc-followed-by-pound
    Avsluta med fyrkant

    asterisk-friend
    Asterisk är din vän

    at
    klockan

    at-any-time
    när som helst

    at-customers-request
    på kundens begäran

    at-following-number
    på följande nummer

    at-tone-time-exactly
    Vid ljudet av signalen är klockan exakt

    available
    tillgänglig

    away-naughty-boy
    Han är för tillfälligt otillgänglig, den lille stygge pojken

    away-naughty-girl
    Hon är för tillfälligt otillgänglig, den lilla stygga flickan

    bad
    dålig

    because-paranoid
    För att vi är paranoida

    before-the-number
    före numret

    believe-its-free
    Kan du fatta att det här telefonsystemet är gratis?

    bits
    bitar

    busy-hangovers
    Vi är alla upptagna med våra bakfyllor

    busy-pls-hold
    Alla våra linjer är upptagna för tillfället, vänta kvar så svara någon snart

    but
    men

    bytes
    bytes

    call
    samtal

    call-forward
    vidarekoppling

    call-fwd-cancelled
    vidarekoppling avslutad

    call-fwd-no-ans
    vidarekoppling vid ingen kontakt

    call-fwd-on-busy
    vidarekoppling vid upptaget

    call-waiting
    samtal väntar

    cancelled
    avbrytet

    cannot-complete-network-error
    Ditt samtal kan inte kopplas på grund av nätverksproblem

    cannot-complete-as-dialed
    Ditt samtal kan inte kopplas som du knappat in det

    cannot-complete-otherend-error
    Ditt samtal kan inte kopplas på grund av problem på mottagarens sida

    cannot-complete-temp-error
    Ditt samtal kan inte kopplas på grund av ett temporärt problem

    check-number-dial-again
    Var vänlig kontrollera numret och ring igen

    computer-friend1
    Datorn är din vän

    connection-failed
    Uppkopplingen misslyckades

    continue-in-english
    För att fortsätta på svenska, tryck

    current-time-is
    Klockan är för tillfället

    date
    Datum

    de-activated
    Ej aktiverat

    department
    avdelning

    dial-here-often
    Så.. brukar du ringa hit ofta?

    discon-or-out-of-service
    Det nummer du önskar nå är inte i bruk

    doing-enum-lookup
    gör ett uppslag mot ENUM-databasen

    dns
    DNS

    do-not-disturb
    Stör ej

    dont-know-who-sent
    Jag vet inte vem som sänt detta meddelande

    dot
    punkt

    email
    e-post

    enum-lookup-failed
    ENUM uppslag misslyckades

    enum-lookup-successful
    ENUM uppslag lyckades

    error-number
    felkod

    extension
    anknytning

    extension
    anknytningar

    for
    för

    from
    från

    ftp
    FTP

    go-away
    försvinn!

    hang-on-a-second
    vänta kvar en stund

    http
    HTTP

    icmp
    ICMP

    i-dont-understand
    Jag förstår inte

    info-about-last-call
    Information om ditt senaste samtal

    in-the-line
    i kön

    in-the-queue
    i kön

    is
    är

    is-curntly-busy
    är för tillfället upptagen

    is-curntly-unavail
    är för tillfället ej tillgänglig

    is-currently
    är för tillfället

    language
    språk

    last-num-to-call
    det senaste numret som ringde dig var

    lines-complaining-customers
    våra linjer är upptagna av klagande kunder

    linux
    Linux

    login-fail
    Inloggningen misslyckades

    main-menu
    Huvudmeny

    marryme
    Vill du gifta dig med mig?

    menu
    Meny

    message-from
    Meddelande från

    message-number
    Meddelande nummer

    nothing-recorded
    Inget har spelats in

    now
    nu

    one-moment-please
    ett ögonblick

    please-try-again-later
    Var vänlig och försök senare

    pls-rcrd-name-at-tone
    Säg ditt namn efter signalen

    pls-wait-connect-call
    Vänta kvar så kopplar jag dig

    privacy-stop-calling-not-welcome
    Snälla, sluta ring, du är inte välkommen här

    pivacy-your-callerid-is
    Ditt nummer är

    recored
    inspelat

    shall-i-try-again
    Vill du att jag ska försöka igen?

    sorry-mailbox-full
    Användarens röstbrevlåda kan inte ta emot fler meddelanden

    system-crashed
    Detta system har kraschat

    thanks-for-using
    Tack för att du använder

    the-new-number-is
    Det nya numret är

    the-num-u-dialed
    Numret du har ringt

    this-is-the-voice-mail-system
    Detta är röstbrevlådesystemet

    thnk-u-for-patience
    Tack för att du väntar

    to-change-your-pin-number
    För att ändra din pinkod

    unavailable
    ej tillgängling

    uptime
    Uppetid

    warning
    Varning

    was
    var

    we-apologize
    vi ber om ursäkt

    visit-asterisk-website
    Besök Asterisk websida, www.asterisk.org

    voice-mail-system
    Röstbrevlådesystem

    vm-unknown-caller
    från ett okänt nummer

    vm-tocallnum
    Tryck 1 för att ringa upp detta nummer

    you-dialed-wrong-number
    Du har ringt fel nummer

    your
    din

    your-msg-has-been-saved
    Ditt meddelande har sparats

    your-msg-is-too-short
    Ditt meddelande är för kort

    your-temp-greeting
    Ditt temporära hälsningsmeddelande

    zip-code
    Postnummer

  • Nya MAME Sooner CHDs

    Det har släppts ett antal nya CHDs (Compressed Hunks of Data) på ett flertal nya spel.

    4 olika versioner av Dance Dance Revolution och Para Para Paradise 2000
    Samtliga är dans-spel.. för er som gillar att röra er..

    ddr15
    ddr3rdmx
    ddrs2k
    ddrusa
    ppp

    Mer information finns exempelvis på ParaParaParadise 2000 och Dance Dance Revolution 3rd Mix.
    Dance Dance Revolution 3rd Mix

  • Röstfiler Uppdatering 1

    Nya röstfiler.

    Svenska röstfiler (komplett)

    Svenska röstfiler (uppdatering 1)

    Nya filer:

    queue-youarenext
    Ditt samtal är nu först i kön och du kommer att få tala med första tillgängliga representant

    quality-assurance
    Kvalitetssäkring (??)

    quality-control
    Kvalitetskontroll

    queue-callswaiting
    väntar på att få tala med en representant

    queue-holdtime
    den beräknade väntetiden är

    queue-less-than
    mindre än

    queue-minutes
    minuter

    queue-seconds
    sekunder

    queue-thankyou
    tack för att du väntar kvar

    queue-thereare
    du är nummer

  • MacMini + plasma = COOLT!

    Bara för att Apple inte har skickat med en skärm med Mac Mini betyder inte att du inte kan koppla en Mac till en skärm.
    Detta måste vara den ultimata presentationsutrustningen!

    Mac Mini på 42

    http://www.nodrm.com/index.php?p=104

  • Välkomna!

    ?ntligen. Efter snart 18 månader så kommer det något vettigt på denna sida.
    Ska försöka att hålla sidan uppdaterad så mycket jag bara kan.

    Eder Danne

  • MAME 0.92u2000 släppt

    Haze har släppt en ny utvecklingsversion av MAME.. denna gång 0.92u2000


    0.92u2000
    ———

    Given the circumstances this seems a worthwhile update ;-).

    —-

    Improvements to Seibu SPI decryption [Nicola Salmoria]
    Tile graphics are decrypted for all Games
    Sprites decrypted for Raiden Fighters 2000

    Discrete Sound in Tank8 [Hans Andersson]

    Added Trackballs in Championship Bowling [Pierpaolo Prazzoli]

    Fixed Super Trio sound frequency [Pierpaolo Prazzoli]

    Compiler Fixes [R.Belmont]

    FD1089 Update [Nicola Salmoria, Charles MacDonald]
    Complete table for 317-0033 (Alien Syndrome) and 317-0034 (S.Hang On)

    Updated Mahjong drivers to use new default controls [James Wallace]

    Updated Gladiator driver [Nicola Salmoria]
    – verified with schematics (though the schematics are very hard to read
    so there are still dubious places)
    – converted to tilemaps, fixed scrolling
    – simplified tile decoding
    – flip screen support
    – fixed spriteram size (this fixes gladiatr36rc2gre)
    – support for sprite dual buffer (this fixes sprite trails)
    – adjusted YM2203 mixing levels so bass notes can still be heard (the
    audio mixing stage has some program controlled filters though which
    aren’t supported)
    – merged with ppking, drivers/ppking.c is no longer needed
    – proper blending of the fg layer (it’s a palette effect not alpha
    blending)

    Improved video emulation in XFiles [Tomasz Slanina]

    New Games / Clones supported or promoted from GAME_NOT_WORKING status:
    ———————————————————————-

    Raiden Fighters 2: 2000 [Nicola Salmoria, Ville Linde]
    Sound is not yet perfect, some graphical effects are missing

    clones:
    Little Hero (bootleg of KidNiki) [Pierpaolo Prazzoli]
    Astro Combat (bootleg of Astro Blaster) [Pierpaolo Prazzoli]
    Super Missile Attack (encrypted set) [Mowerman, Dave Widel]

    New games marked as GAME_NOT_WORKING
    ————————————

    TurboSub [Tomasz Slanina]
    basic driver for now, acts as a bitmap viewer for the GFX roms.

  • Konfigurering av Asterisk för Digisip

    Denna konfiguration till Asterisk är för er som använder Digisip som POTS gateway.

    sip.conf

    [general]
    port = 5060
    bindaddr = 0.0.0.0
    disallow=all
    videosupport=yes
    allow=ulaw
    language=se
    allow=alaw
    allow=G726
    allow=gsm
    tos=lowdelay
    search => e164.org
    search => e164.arpa
    localnet=192.168.1.0/255.255.255.0

    register => telefonnr:lösenord:username@proxy.digisip.net/telefonnr

    [2000]
    type=friend
    username=ditt username
    secret=ditt lösenord
    language=se
    dtmfmode=inband
    callerid=Daniel Nylander <ditt telefonnummer@proxy.digisip.net>
    host=dynamic
    nat=1
    context=outgoing
    mailbox=2000
    disallow=all
    allow=ulaw
    allow=alaw
    allow=G726

    [digisip]
    type=peer
    secret=ditt lösenord
    callerid=Daniel Nylander <ditt telefonnummer@proxy.digisip.net>
    username=ditt username
    host=proxy.digisip.net
    authuser=ditt username
    canreinvite=no
    fromuser=ditt telefonnummer
    nat=1
    insecure=very
    fromdomain=proxy.digisip.net

    [fwd]
    type=peer
    username=ditt username
    secret=ditt lösenord
    host=fwd.pulver.com

    [guest]
    type=user
    context=mainmenu-iax


    extensions.conf

    [globals]

    [default]
    exten => ditt telefonnummer,1,Answer
    exten => ditt telefonnummer,2,Wait(1)
    exten => ditt telefonnummer,3,Playback(welcome)
    exten => ditt telefonnummer,4,Playback(one-moment-please)
    exten => ditt telefonnummer,5,agi,/var/lib/asterisk/agi-bin/get_call.agi
    exten => ditt telefonnummer,6,Dial(SIP/2000,20)
    exten => ditt telefonnummer,7,Playback(nbdy-avail-to-take-call)
    exten => ditt telefonnummer,8,Voicemail(u2000)
    exten => ditt telefonnummer,9,Playback(thank-you-for-calling)
    exten => ditt telefonnummer,10,Playback(goodbye)
    exten => ditt telefonnummer,11,Wait(7)
    exten => ditt telefonnummer,12,VoicemailMain
    exten => ditt telefonnummer,13,Hangup
    exten => ditt telefonnummer,14,Busy
    exten => t,105,Hangup

    [mainmenu-iax]
    exten => _.,1,Goto(mainmenu,s,1)


    [outgoing]


    exten => 6000,1,VoicemailMain

    exten => 4000,1,Playback(vm-danielsvoicemail)
    exten => 4000,2,VoicemailMain(${CALLERIDNUM})

    exten => _0.,1,SetCallerID(ditt telefonnummer)
    exten => _0.,2,SetCIDName(Daniel Nylander)
    exten => _0.,3,Dial(SIP/digisip/${EXTEN:1},120,W)
    exten => _0.,4,Congestion
    exten => _0.,5,Hangup
    exten => _0.,102,Busy

    exten => t,105,Hangup

    voicemail.conf

    [general]
    format=wav
    serveremail=voicemail@danielnylander.se
    attach=yes
    skipms=3000
    maxsilence=10
    silencethreshold=100
    maxlogins=3

    [local]
    2000 => din pinkod,Daniel Nylander,info@danielnylander.se

  • Konvertera WAV till GSM

    Detta script konverterar alla WAV-filer i current directory till GSM-format.
    Kräver sox. Finns på http://sox.sourceforge.net


    #!/bin/sh

    for i in *.wav; do sox $i -r 8000 -c 1 $(basename $i .wav).gsm resample -ql; done