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VoiceChat

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I'm a bit new to most of coding in C#, there's quite a few things I don't quite know yet, so sorry if I'm a bit of a noob.
I also don't really know how to accurately search this site for other posts similar to what I'm wanting to know, so sorry if this has already been posted.

I would like to ask what kind of code I'd use to send a Byte Array over the Photon Network, and maybe a few other questions relating to if I setup an asset called VoiceChat through the Photon Network correctly. I'm using Photon Cloud, and making a simple FPS game on Unity3D for Web Players, and my biggest problem is I don't know what code to use, or where to put it to send these to the other players using PUN Cloud:
public VoiceChatCompression Compression;
public int Length;
public byte[] Data;
public int NetworkId;

Voice chat Using Photon

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Hiii
i am using Photon and DFVoice for voice chat but when i use the Photon and create network for voice chat but i can not
simple voice recording and play working fine but with photon it not response at all

Sorry for bad english

Photon Voice (beta)

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There's a rumor floating around about a so called Photon Voice feature. Is it true ?

I'm asking because there's nothing related to 3D voice chat in Unity using either Photon or UNET.

For example, apart from Daikon Forge, we're unable to call the Microphone input in real time and assign it to a player or other audio-source.

How to stay below 500 msg/sec limit while using VoIP

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Hello,
I'm developing a game similar to Second Life on Unity3D v5.3.3 Engine. Its multiplayer (obviously).
Using Photon as my multiplayer solution. The game is VoIP capable. Using DF Voice for VoIP.
A room can contain upto 50 members. However, only 1-2 members can speak. This voice data has to reach all the 50 members in the room. Unfortunately, Photon has a limit of 500 msg/sec. Using only text to chat is fine and stays below the 500 limit. However, the problem arises when using voice to chat.
The limit is crossed easily with voice data. Is there any way i can limit the voice data being transmitted so that it stays below the 500 limit?

Photon Voice: How to correctly change scenes in Unity when connected to PhotonVoice?

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I have tried disconnecting then reconnecting in the next scene but it works inconsistently.

Hope there are other ways!

Photon Voice: Debugging

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Last week I added PUN and PUNVoice to my Unity project. The initial implementation was very quick and I had voice comms working fine.

Today however the VoIP functionality element has stopped working and I'm struggling to debug the problem.

I have a simple Voice GameObject prefab which is being instantiated successfully. Testing with two clients I can see the local instance and the remote instance have been cloned.

The objects have a Transform, PhotonView, AudioSource, PhotonVoiceSpeaker and PhotonVoiceRecorder components.

The PhotonVicew's have a sensible ViewID, controlled locally is ticked for one and unticked for the 2nd. Oberve option is off and observed component is empty.

The audio source has nothing set (not clip, no output etc).

PhotonVoiceRecorder has no audio clip.

I have a scene script which has a PhotonVoiceSettings script attached, with AutoConnect,AutoDisconnect,AutoTransmit all ticked. Voice Detection is on with default threshold. I've also tried ticking Debug Info.

When I run it up, my microphone switches on on my PC build, as I can see the light come on.

I get a PUNVoice: Setting recorder's microphone to which means it's selecting default device.

The speaker volume on phone and PC are non-zero.

However, I get no audio on Android Phone nor on PC.

I've tried setting an audio clip into the PhotonVoiceRecorder and ticking loop. I get a warning that about audio source and encoder sampling rates not matching but no audio at either end.

I've also confirmed that I have an audio listener attached to my main camera.

Can anyone make any suggestions about how I can debug this? I'd like to know if the recorder is picking up anything from the microphone, whether it is trying to transmit, whether audio is being received by the speaker etc.

Thanks

Does Photon Voice support WebGL?

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In Unity 5.3.4 when I try to build for WebGL I am getting some errors.

First, In ChatClient.cs and LoadBalancingClient.cs I get an when it gets the SocketImplementation which I saw the type is retrieved differently in another area of the program so maybe I was able to fix it with the following code.

#if UNITY_WEBGL
if (protocol == ConnectionProtocol.WebSocket || protocol == ConnectionProtocol.WebSocketSecure)
{
// this.chatPeer.SocketImplementation = typeof(SocketWebTcp);
this.chatPeer.SocketImplementation = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp");
}
#endif

The second error I am getting is;

"Assets/PUNVoice/DemoPunVoice/Scripts/VoiceDemoUI.cs(214,22): error CS0103: The name `Microphone' does not exist in the current context"

Is their something I need to do to make the microphone available in WebGL?


Really exciting about using your voice solution. Thanks so much.

Anyone can make a video photon voice tutorial ?

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I am new to Unity and Photon. I am choosing Photon voice as a voice communication tool in my multiuser project. Can anyone make a short video tutorial for showing how to use this wonderful tool? Thanks

Photon Voice Demo

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Hi! Last week I tried the demo and it worked really well. But I'm not sure why it doesn't work when I tried it recently and even created a new project for it. This is what I got:

PUNVoice: [PV] Frame event for not inited voice #1 of player 2
UnityEngine.Debug:LogWarning(Object)
UnityVoiceClient:DebugReturn(DebugLevel, String) (at Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs:308)
ExitGames.Client.Photon.Voice.Client:onFrame(EventData, Object[]) (at Assets/Plugins/PhotonVoiceApi/Client.cs:850)
ExitGames.Client.Photon.Voice.Client:onEventActionVoiceClient(EventData) (at Assets/Plugins/PhotonVoiceApi/Client.cs:691)
ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient:OnEvent(EventData) (at Assets/Plugins/PhotonLoadbalancingApi/LoadBalancingClient.cs:2289)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:Service()
ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient:Service() (at Assets/Plugins/PhotonLoadbalancingApi/LoadBalancingClient.cs:750)
ExitGames.Client.Photon.Voice.Client:Service() (at Assets/Plugins/PhotonVoiceApi/Client.cs:409)
PhotonVoiceNetwork:Update() (at Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs:178)

NullReferenceException: Object reference not set to an instance of an object
PhotonVoiceRecorder.get_Transmit () (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:273)
ExitGames.Photon.DemoPunVoice.VoiceDemoUI.InitToggles (UnityEngine.UI.Toggle[] toggles) (at Assets/PUNVoice/DemoPunVoice/Scripts/VoiceDemoUI.cs:118)
ExitGames.Photon.DemoPunVoice.VoiceDemoUI.Update () (at Assets/PUNVoice/DemoPunVoice/Scripts/VoiceDemoUI.cs:279)

Why do I get PhotonVoiceSpeaker: Player underrun messages

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I have a fairly simple Photon Voice setup with pretty much everything set to automatic, and it seems to be working nicely.

However, I get regular warning messages from PUNVoice, for example:
PUNVoice: PhotonVoiceSpeaker: player underrun: 161104/165360(164329) = 4256
UnityEngine.Debug:LogWarning(Object)
PhotonVoiceSpeaker:Update() (at Assets/PUNVoice/Scripts/PhotonVoiceSpeaker.cs:166)
What is causing it? What does it mean? and how should I fix it?

Thanks

Jules

Can't edit PhotonVoiceRecorder.Transmit value

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Im trying to implement a push-to-talk system to the Photon Voice Demo but it doesn't work.
Using this line : "GetComponent ().Transmit = true;" in Start() or even OnJoinedVoiceRoom() give me this error :
NullReferenceException: Object reference not set to an instance of an object
PhotonVoiceRecorder.set_Transmit (Boolean value) (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:273)

It seems that it works when I create a room, but i always get this error if I join a room.

If someone could help me that would be great :)

Delay

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Is it possible to reduce voice delay transmission? Now it is about one second.

Echo on Demo

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Hi, I have test the Demo but i have a lot of echo. I disable the audio source of "our" player prefab. It doesn't make sense for me to reproduce my own voice.

So I added the next line on CharacterInstantiation
o.GetComponent<AudioSource> ().enabled = false;
just below of
o = PhotonNetwork.Instantiate(o.name, spawnPos, Quaternion.identity, 0);

Its that correct or Im missing something?

Poor performance PhotonVoice

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I work in app for android and photonVoice but my FPS drops considerably. Any idea for optimizing and get better performance?

Thanks.

Photon Voice on MacOSX errors: DllNotFoundException: opus_egpv

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When I try to connect using my AppId with Photon Voice from the 'OnJoinedRoom' event in my MatchMaker by instantiating a Prefab containing the Photon View and Voice Recorder I get the following error in my Console:

DllNotFoundException: opus_egpv
POpusCodec.Wrapper.opus_encoder_create (SamplingRate Fs, Channels channels, OpusApplicationType application) (at Assets/Plugins/POpusCodec/OpusWrapper.cs:124)

According to what I can gather the Opus Plugin for MacOSX doesn't seem to be loaded (correctly); even when I adjust the settings for the plugin I can't get this working.

Do any of you know what might be wrong?

Does not support armv7? (Photon Voice version: 1.1)

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Hi, it seems that the current version 1.1 does not support iOS armv7 architecture.

Will it be supported in the future?

Export for Mac OS

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Exports to Mac OS are not fully automated at the moment.

After exporting PUNVoice application for Mac OS, please copy the folder
Assets\Plugins\libopus_egpv.bundle\Contents\MacOS\libopus_egpv
to
demo.app\Contents\Frameworks\MonoEmbedRuntime\osx\

We will come up with a solution to make Unity deploy libopus_egpv library to proper location automatically.

Cannot get it working... (no audio)

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I've been trying for a week now to get voice chat working, please can anyone help...

Here are the main scripts I'm using...

The first is attached to a gameobject in my main scene

public class VoiceNetwork : PunBehaviour
{

public GameObject VoicePrefab;

// Use this for initialization
void Start () {
PhotonNetwork.ConnectUsingSettings("v1.0");
}

public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
RoomOptions roomOptions = new RoomOptions() { isVisible = false, maxPlayers = 4 };
PhotonNetwork.JoinOrCreateRoom("MyRoom", roomOptions, TypedLobby.Default);
}

public override void OnJoinedRoom()
{
PhotonVoiceNetwork.Connect();
Vector3 pos = Vector3.zero;
PhotonNetwork.Instantiate(VoicePrefab.name, pos, Quaternion.identity, 0);
}
}
The prefab contains Audio Source, Photon Voice Speakerm Photon Voice Recorder, and PHoton View
I've taken the debug messages out , but I can see that I've joined A Photon Room, I can see that my voice prefab has been created, I can see that the voice seems to be started up, If I look in my analytics on the photon site I can see that I've joined the room (three different players), I can also see in the analytics that I've joined a voice room, and have sent around 2Mb of traffic

However, PhotonVoiceRecorder.IsTransmitting never appears to be set to true:
PhotonVoiceSpeaker.IsPlaying never appears to be set to true

(I check with this code attached to update on the voice object:
void Update () {
PhotonVoiceRecorder rec = this.GetComponentInChildren<PhotonVoiceRecorder>();
PhotonVoiceSpeaker play = this.GetComponentInChildren<PhotonVoiceSpeaker>();

if (rec.IsTransmitting)
{
transmit.GetComponent<Renderer>().material = greenmat;
}
else
{
transmit.GetComponent<Renderer>().material = redmat;
}
if (play.IsPlaying)
{
receive.GetComponent<Renderer>().material = greenmat;
}
else
{
receive.GetComponent<Renderer>().material = redmat;
}
}
(my indicators turn red, but never turn green)

I cannot hear anything:

Recording Voice Chat.

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Hi Everyone,

So I have just started using Photon Voice for a small room based game I'm making for 2-3 players. One of the things I would really like to be able to do is when a player talks is to send the byte array not only to the players but also to a mySQL database for later analysis.

So I guess I kind of have two questions.

Is this something that would be possible using Photon Voice? and if so where in the code should I be looking?

Thanks everyone!

Other's audio output only ear speaker not main sound speaker like speaker phone in iPhone

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Hello,

I built voice demo project and run in iPhone and Android both.

It was normal output like speaker phone in Android.

But in iPhone, it played in ear speaker (upper part/using real calling) not main speaker.

Is it fixed? Can I select one of speaker?

Or it's made by using earphone concept?

And Howling is too much.

If both phone is closed. It's repeated too much.

I can understand echo. But it's too much.

Please let me know.
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