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PhotonVoiceRecorder - Microphone Type - Photon

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If on the PhotonVoiceRecorder - Microphone Type I select Photon, then it doesn't matter what Microphone I set it to use like this:
PhotonVoiceNetwork.MicrophoneDevice = "Razer Mic";

As it always defaults to what Windows has as it's default.

Is there something else I need to do?

PhotonVoiceRecorder Source-AudioClip

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Hello,

I have a project which uses a speech recognizer, and Photon Voice. I set the photon voice recorded source to AudioClip,
then, i have a script which sets the voice recorder audioclip to another audioclip coming from the speech recognizer microphone. The problem is that i cannot hear anything from either of the clients.

Any ideas/suggestions?

Settings for as little latency as possible?

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I was wondering what parameters I could change in PhotonVoiceSettings in order to optimize for as little voice latency as possible.

Will using a lower sampling rate help?
What about Frame Duration?
Bitrate?

I tried changing the Play Delay Ms to 0, but I noticed that the audio gets a little glitchy and cuts out a bit with this. Is there a way to compensate with the other parameters?

I'd like to preserve some audio quality (8kHz was a bit extreme).

Thanks for any suggestions!

Not connecting to room with Unity 2017.4.2f2 and PUN Voice 1.13.1

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Is anyone else having this issue?

I had been using Unity 2017.1.1f1 with PUN Voice 1.13 and everything was working fine with room connections and multiplayer. I recently upgraded to Unity 2017.4.2f2 and it still works.

However, if I update to PUN Voice 1.13.1 (which includes PUN 1.89), the clients fail to connect with other rooms, saying none were found with matching custom properties (both are searching for the same properties with values 0 and 0). In which case, they both just open a new empty room and wait for others to join.

I rolled back to 1.13 with exactly the same code and steps, and the game works as intended.

Code below:
RoomOptions RoomOps;

void Start ()
{
               RoomOps = new RoomOptions ();
               RoomOps.CustomRoomPropertiesForLobby = new string[] { "mo", "st" };
               RoomOps.CustomRoomProperties = new ExitGames.Client.Photon.Hashtable () { { "mo", 0 }, { "st", 0 } };
               RoomOps.MaxPlayers = 2;

               if (PhotonNetwork.connected)
                              JoinRoom ();
               else
                              PhotonNetwork.ConnectToRegion (CloudRegionCode.us, Settings.VersionStr);
}

public override void OnConnectedToMaster ()
{
               JoinRoom ();
}

void JoinRoom ()
{
               PhotonNetwork.JoinRandomRoom (RoomOps.CustomRoomProperties, RoomOps.MaxPlayers);
}

PS4 Support

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Hello, does Photon voice support PS4?

Heavy Audio Feedback using PUN Voice

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Testing both my app and the PUN Voice Demo there is heavy feedback when I build the scene and run it on both phone and unity editor as well as two phones. Am I build testing wrong? Or is something wonky going on with Unity and PUN Voice? Any help is appreciated, been stuck on this for a while.

Photon Voice + Photon Server = silence

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Hi -

We have an app that works fine with Photon Cloud. We are trying to provide an on-premise version using Photon Server. Everything works great in the cloud but with Photon Server we can't get voice to work.

We have the server and app configured for UDP on 5055. I'm using PerfMon to see that the connections are being made and the i/o looks good. We can see the avatars for multiple users appear and move (this is a VR app). But no voice!

Change the config settings to hit the Photon Cloud instead and voice comes through loud and clear.

Stumped. Any ideas for how to troubleshoot?

Thanks -
DJD

Photon Voice manual connection and class reference

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I have the autoconnect working for PhotonVoice as per the tutorial, but I can't find a how-to for manually connecting and disconnecting. I would like to add it so that I can avoid the connecting if the player has mute voice enabled in my UI. Also, is there a way to mute and unmute the players at runtime? Is there a tutorial or class reference page for this?

Also, where do you store the link to your class reference pages from your website? I can never find it when browsing the tutorials, I always end up Googling the class I need to get to doc-api.

Thanks

Setting userId for Photon Voice on self-hosted windows server

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Hi, I have a test project to try some photon features, and I wanted to have photon voice on it. It works fine on photon cloud, but when switching to self-hosted server, photon voice doesn't work.

It seems that when the first player connects and creates the room, everything goes well, but when the next player wants to join, the server logs this warning:

2018-05-08 17:18:12,015 [11] WARN Photon.Hive.HiveGame - JoinApplyGameStateChanges: Game 'Default Room 2_voice_' userId '' failed to join. msg:Join failed: UserId is not set, checkUserIdOnJoin=true expects a UserId. -- peer:GameClientPeer: PID 8640, IsConnected: True, IsDisposed: False, Last Activity: Operation 226 at UTC 5/8/2018 8:18:12 PM in Room Default Room 2_voice_, IP 192.168.10.136:64909,

We are already setting the userId like this:

PhotonNetwork.AuthValues = new AuthenticationValues(SystemInfo.deviceUniqueIdentifier); PhotonNetwork.ConnectUsingSettings("PUNTest1");

Any clue of why this happens?

How to deploy demo scene for HoloLens

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Hi,

I've attempted to build and deploy the demo scene coming with the Photon Voice package from the Unity Asset Store. I want to deploy it on the Hololens. It builds successfully in the Unity Editor, but I have a ton of errors when building the solution in Visual Studio. Here's the current configuration of the project:

- Unity3D 2018.1.0f2
- Photon Voice 1.14.1
- .NET 4.x runtime version
- IL2CPP scripting backend
- Visual Studio 2017
- Capabilities: Microphone, InternetClient, InternetClientServer, PrivateNetworkClientServer
- Windows 10 pro

And here is the output given by VisualStudio when trying to build the solution : https://pastebin.com/16T99SMu.

Any idea if there's a way to fix this?
Thanks!

Photon Voice autoconnects when creating an Offline Room

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I have an issue which I believe might be a bug in the Photon Voice autoconnection logic. I have a game with both online and offline modes, where for the offline mode I use the PhotonNetwork.offlineMode flag. There are 3 steps that cause the issue.

1. Connect to Photon server using PhotonNetwork.ConnectToRegion and match into a room.
2. Leave the room, PhotonNetwork.Disconnect () and go into PhotonNetwork.offlineMode, then create a new room using PhotonNetwork.CreateRoom (). At this point, Photon Voice automatically connects to the server, even though we are in offlineMode (note that this occurs even if step 1 is skipped, and it connects to the default region "eu").
3. Leave the offline room, then attempt to reconnect to PUN server using PhotonNetwork.ConnectToRegion. On the first attempt, PhotonNetwork.connectionState goes from Disconnected to Connected, but there is no OnConnectedToMaster callback, and PhotonNetwork.connected and PhotonNetwork.connectedAndReady get stuck in a false state. On subsequent attempts to connect, the warning displays "ConnectToRegion() failed. Can only connect while in state 'Disconnected'. Current state: Connected".

The core of the issue is that in Step 3:

if (PhotonNetwork.connectedAndReady)  // Always returns false
  JoinOrCreateRoom ();
else
  PhotonNetwork.ConnectToRegion (...);  // No OnConnectedToMaster callback to then join or create room
Should Photon Voice not connect to server when creating an offline room? Are the connection state vars incorrect due to Photon Voice being connected but PUN not being connected?

I have followed the guide for using offline mode, are my steps correct for it?

Voice loop for every client

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Hello,

After joining a PUN room and loading a scene, both the clients that connect to the room hear about 1 second of sound that loops continuously. Does anyone have any idea what might cause this?

Photon Voice Standalone

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I'm having an issue when trying to get voice communication to work on a standalone server. I get the message, "PUnVoice: connecting to master " but hear nothing on either end.

I am able to get the regular networking part of Photon to work but not the voice. Photon Voice works when connected to the cloud or if I run the server from the same computer as the Voice application. It just doesn't work when I run the server on a different computer.

I'm running the latest version(1.15) of Photon Voice.

Do I have to pay double for Photon Voice and PUN?

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Hello,
I'm currently using two different app IDs in my application. One for PUN and another for Photon Voice. Do I need to pay for 100CCU for both in order to get 100CCU in my game? When I use the same app ID for voice and PUN, then my CCU double counts. Any help is appreciated.

Phonton voice with unity - Audio change output

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Hello,

I have a project with photon voice in Unity (2018.1). I've got a question about photon voice and the audio output.

After run an exe or Unity editor, if i change the audio output in the OS (Win 10), the audio stay on the first selected audio output.
For info without photon, Unity automaticaly change audio output accordingly OS selection.

If someone have an idea how to switch audio output at runtime, i take all idea.

Nicolas

Photon Voice Chat Volume

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Hi,
My chat volume is very low.I tried this from an old post.
At the start of OnAudioFrame method in "PhotonVoiceNetworks.cs" I added these lines:
    for(int i =0; i < frame.Length; i++)
    {
        frame[i] *= (AppSettings.VoiceChatVolume * 5);
    } 
Only the AppSettings gives error( redlined ).The rest of it seems ok. The .VoiceChatVolume is Not redlined.
The AppSettings isn't found in the project search.
Any ideas?
Thanx,
Steve


Is it possible to use multiple audio recorders at the same time?

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Hello all,

My client crashes with the story below:

I want to transmit two audio clips from different sources at the same time. One source will be microphone and the other one will be audio clip.

This is why i setup two different audio source prefab and instantiating them as soon as the client connects to a room.

Voice Settings Not Taking Effect

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I have Photon Voice working on a self-hosted server. I want to add the ability for the player to change the Voice Detection Threshold to control their sensitivity. On start, I set the settings to the previous user defined settings saved on a config file. However, setting the Voice Detection Threshold the following way does nothing:
PhotonVoiceSettings.Instance.VoiceDetectionThreshold = someValue;
The value changes in the Inspector to the appropriate value, but there is no difference in voice transmission. So I started digging deeper changing values at runtime. Here's a few things I tried that did nothing:
  • Setting the Voice Detection Threshold to the max integer value does nothing.
  • Toggling Voice Detection does nothing. I keep it on when testing Voice Detection Threshold.
  • Toggling Auto Connect and Auto Transmit after starting the game does nothing, but before testing the game it does (does not connect nor transmit voice as expected).
  • Setting Microphone Type at Photon.
Is there a function I need to call to have the settings take effect? Or is it only possible to set these before playing?

Photon Voice brief warning to anyone using it, to ensure you do not waste time with the setup!

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So this being my 2nd time trying to setup Photon Voice Recorder, I've finally figured out what I've done wrong.

My issue was that with the photon voice recorder would never transmit any sound at all, no matter what I did, if I were to copy the settings for the audio source object, change the voice settings to every option.

In the end it was very simple, and maybe something that is put on the Photon Voice Documentation website, just to stop people from wasting as much time as I did.

Make sure the Photon Voice Recorder is initially disabled, then enable it after either a slight delay or manually. I guess this ensures that it is setup correctly, I have debug logs that print out the transmit peak and average volumes, and if it was initially enabled it just never worked.

Room leaving, speaker can't be created again

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Hello,

Issue: All players are in a room and can hear each other. Then they all leave the room and go back to Lobby. One player creates a new room and joins. Other players will join that new room, but no one can hear each other.

Normally, console would show PUNVoice: Player 2 voice #1 speaker created, PUNVoice: Player 2 voice #1 speaker linked etc.
We found that upon entering another room, the players' speakers are not created, and thus not linked, and so no one can hear each other.

In our scripts, we are not doing anything to interfere with the creation or linking process. The only reference to PhotonVoiceSpeaker is on our character prefabs, of which we're only using to detect if the speaker is saying something via speaker.IsPlaying in an Update. We also have no reference to PhotonVoiceNetwork singleton as we're fine with the default settings (auto-disconnect is checked off).

Is this some sort of timing issue on PhotonVoiceNetwork's end? It takes approximately 10 seconds to load in the scenes. Our character prefabs spawn immediately after loading.

Unity: 2018.1.2f.1
PUNVoice: 1.16
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