Hey there.
I'm using Photon Voice with Oculus Rift and HTC Vive and I've run into a problem with loudness. The voice chat is borderline unhearable .
I've checked the Rift and Vive microphones on both machines to make sure they are running with max sensitivity. I made sure that Photon Voice audiosources are set to 2D to remove any spatial falloff. The volume is set to 1 (max in unity). I tried running calibration after the player prefab is spawned, but this changes nothing. I've reduced the volume of all other audiosources in my game by 0.5, but this is still not enough to make the voicechat clearly legible.
Is there a way I can increase the volume of the Voice Speaker? It would be best if there was a multiplier of base setting, kinda like PlayOneShot works in audio source.
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Photon Voice not loud enough.
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Photon voice 2 - Voice chat not working?
Hello,
We have recently started a project with PUN 2 and wanted to add voice chat. We followed the instructions on "Voice for PUN 2" guide and thought it would be rather easy. However, it does not seem to be working at all. None of the players can hear each other and I'm not quite sure why.
The project itself is on VR, HTC Vive, and we have followed the instructions quite strictly. We have also built the DemoVoicePun scene and tried it out, and it does not work there either. We know the microphones are working and so is the sound so we are running out of ideas. Does anyone have any answers to what could have gone wrong?
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Does the self-hosted Photon Server support Photon Voice 2?
Currently getting the following error when connecting to a self-hosted server after PUN 2 successfully connects (AutoConnectAndJoin is set to true for PhotonVoiceNetwork). This error does not appear when connecting to the cloud:
[Networking.PhotonVoiceNetwork] Connecting to server failed.
UnityEngine.Debug:LogErrorFormat(Object, String, Object[])
Photon.Voice.Unity.VoiceLogger:LogError(String, Object[]) (at Assets/Photon/PhotonVoice/Code/VoiceLogger.cs:54)
Photon.Voice.PUN.PhotonVoiceNetwork:ConnectOrJoin() (at Assets/Photon/PhotonVoice/Code/PUN/PhotonVoiceNetwork.cs:325)
Photon.Voice.PUN.PhotonVoiceNetwork:FollowPun() (at Assets/Photon/PhotonVoice/Code/PUN/PhotonVoiceNetwork.cs:386)
Photon.Voice.PUN.PhotonVoiceNetwork:OnVoiceStateChanged(ClientState, ClientState) (at Assets/Photon/PhotonVoice/Code/PUN/PhotonVoiceNetwork.cs:247)
Photon.Realtime.LoadBalancingClient:set_State(ClientState) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:338)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2343)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:1639)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:413)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1422)
Photon.Voice.Unity.VoiceConnection:FixedUpdate() (at Assets/Photon/PhotonVoice/Code/VoiceConnection.cs:297)
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Problem getting mic input from Oculus Rift
Hello,
I am using PUN 2 and Voice 2. Room connection and mic transmission is working as it should when using the "CharacterInstantiation" script found in Photon>PhotonVoice>Demos>DemoVoicePun>Scripts. However, I had to replace that script with the script from the Oculus Avatar documentation (found here: https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/oculusavatarsdk) in order to use VR. The problem I am having is that the Photon Voice View component on my Local Avatar will not reference the primary recorder at run time. Therefore, no sound is being recorded from my Oculus Rift.
I am wondering if there is a step missing in the Oculus Avatar documentation. I assume there is some reference in the "CharacterInstantiation" script that connects the instantiated player to the voice network and connects the primary recorder to the player, but I am unsure of what this call may be.
Does anybody know why this may be happening? Or if there is a working Photon Voice/Oculus sample somewhere that I can reference?
Thanks!
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Licence for using Photon
Hi. We are developing a research project using Photon, that might be selled one day.
What is exactly the type of Licence of Photon?
Is it available a readme or a link with some information about the licence?
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Setting userId for Photon Voice on self-hosted windows server
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?
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Catching Audio from Recorder (Voice V2, Unity)
Hi, I am trying to catch any audio sources that are transmitted over the network before it is played back on the client side so that I can add my own sound processing effects to it. Do you know where/how I can do this?.
Here is an example of the process I am trying to achieve to try to make it more clear what I am trying to do:
2 Users connected to the voice network: UserA and UserB.
UserA speaks -> Voice Recorded -> Sent to UserB client -> Catch Audio and Do Some Processing -> UserB Audio playback of UserA voice with processing.
Thanks
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Opus Encoder Error : Channel must be stereo or mono
Im getting an error when trying to initialize the Opus encoder class in Unity3d 5.6 beta versions. The code works flawlessly on 5.5 and 5.4. I have tried b7-b9 and none of them work. Here are the error details. The project is for Daydream/GVR so we can only use 5.6 or above that has Daydream support
ArgumentOutOfRangeException: Must be Mono or Stereo Parameter name: numChannels POpusCodec.OpusEncoder..ctor (SamplingRate inputSamplingRateHz, Channels numChannels, Int32 bitrate, OpusApplicationType applicationType, Delay encoderDelay) (at Assets/Plugins/PhotonVoiceApi/Core/POpusCodec/OpusEncoder.cs:208) ExitGames.Client.Photon.Voice.LocalVoice..ctor (ExitGames.Client.Photon.Voice.VoiceClient voiceClient, Byte id, IAudioStreamBase audioStream, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo, Int32 channelId) (at Assets/Plugins/PhotonVoiceApi/Core/VoiceClient.cs:217) ExitGames.Client.Photon.Voice.LocalVoice`1[System.Single]..ctor (ExitGames.Client.Photon.Voice.VoiceClient voiceClient, Byte id, IAudioStream`1 audioStream, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo, Int32 channelId) (at Assets/Plugins/PhotonVoiceApi/Core/VoiceClient.cs:317) ExitGames.Client.Photon.Voice.LocalVoiceFloat..ctor (ExitGames.Client.Photon.Voice.VoiceClient voiceClient, Byte id, IAudioStream`1 audioStream, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo, Int32 channelId) (at Assets/Plugins/PhotonVoiceApi/Core/VoiceClient.cs:385) ExitGames.Client.Photon.Voice.VoiceClient.CreateLocalVoice (IAudioStreamBase audioStream, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo, Int32 channelId) (at Assets/Plugins/PhotonVoiceApi/Core/VoiceClient.cs:727) ExitGames.Client.Photon.Voice.LoadBalancingFrontend.CreateLocalVoice (IAudioStreamBase audioStream, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo) (at Assets/Plugins/PhotonVoiceApi/LoadBalancingFrontend.cs:152) PhotonVoiceNetwork.CreateLocalVoice (IAudioStreamFloat audioClip, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo) (at Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs:215) PhotonVoiceRecorder.Start () (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:144)
The line that's throwing the exception is in OpusEncoder.cs:208
if ((numChannels != Channels.Mono)
&& (numChannels != Channels.Stereo))
{
throw new ArgumentOutOfRangeException("numChannels", "Must be Mono or Stereo");
}
Seems like the Encoder is not being initiated correctly. Would really appreciate some feedback on how to fix this. Please help. Thanks
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3D Audio in Photon Voice 2
Hello again, we have gotten voice chat to work with our VR application. Just like last time, we are stilling using Unity 2018.2.13f1 and Photon Voice 2 with PUN 2.
Now we are moving on to try and simulate 3D audio when the players are talking to each other. I think there was a post mentioning that the best way of doing this is by making use of Unity's Audio Source 3D Sound Settings. However, this does not seem to affect the sound at all. We have tweaked the values and tried the different rolloff options, but it still sounds the same wherever you stand in the world. Does anyone have any experience with this that might help?
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Other's audio output only ear speaker not main sound speaker like speaker phone in iPhone
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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voice not working after switching scenes
when I switch the scenes voice is not working and it shows the error as,
OnDisconnected cause=DisconnectByServer
UnityEngine.Debug:LogErrorFormat(String, Object[])
Photon.Voice.Unity.UtilityScripts.ConnectAndJoin:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonVoice/Code/UtilityScripts/ConnectAndJoin.cs:155)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3240)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2371)
ExitGames.Client.Photon.<>c__DisplayClass100_0:b__0() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:893)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:429)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1428)
Photon.Voice.Unity.VoiceConnection:FixedUpdate() (at Assets/Photon/PhotonVoice/Code/VoiceConnection.cs:304)
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Photon voice's big bug!!!!!!!!!!!I cannot be heard when re-joining the room.
My test has two users, when they first join the room ,all things are fine, they can hear each other .And the two persons' photon view IDs are 1001 and 2001.But when someone quits the room and rejoin, this person's voice cannot be heard by the first person(that is always in the room),because the following codes cannot be reached:
internal void OnRemoteVoiceInfo(VoiceInfo voiceInfo, ref RemoteVoiceOptions options)
{
options.OnDecodedFrameFloatAction += this.OnAudioFrame;
options.OnRemoteVoiceRemoveAction += this.OnRemoteVoiceRemove;
this.audioOutput.Start(voiceInfo.SamplingRate, voiceInfo.Channels, voiceInfo.FrameDurationSamples, this.PlayDelayMs);
}
And the cause is that the rejoiner's photon view ID is not got by the first person correctly, now the rejoiner's photon view ID becomes to 3001, but the ID transferred to the first person is still 2001, so the follow warning happens:
internal override Speaker SimpleSpeakerFactory(int playerId, byte voiceId, object userData)
{
..........
PhotonView photonView = PhotonView.Find(photonViewId);
if (photonView == null)
{
if (this.Logger.IsWarningEnabled)
{
// the following warning happens.
this.Logger.LogWarning("No PhotonView with ID {0} found. Remote voice {1}/{2} not linked.", userData, playerId, voiceId);
}
return null;
}
}
So I want to know why the Photon server cannot update the photon View ID correctly??We user self hosted Photon Server ,PUN2 and photon voice 2
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Unity microphone type on Recorder component causing crash on multiple build targets, editor
@JohnTube replying to your request on Photon Voice 2.0 causing Unity to freeze
As a background, we're using the Photon Microphone type by default, however on one of our Windows 10 laptops the recorder does not become active (will investigate further). We tried using the Unity microphone type to try and solve this, but it causes the editor on Windows 10 and builds on Windows 7, 10 and Android to crash (90% of the time).
To reproduce, set the GetComponent().MicrophoneType = Recorder.MicType.Unity.
From the crash report:
UnityPlayer.dll caused an Access Violation (0xc0000005) in module UnityPlayer.dll at 0033:9d8d7877.We were able to get the following log when the Unity microphone setup did NOT crash. Notice that the device name is H:ͻ which is unusual. The device is an HTC Vive:
[Networking.Recorder] [PV] MicWrapper: initializing microphone 'Microphone (3- USB Audio Device)', suggested frequency = 24000). UnityEngine.DebugLogHandler:Internal_Log() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) ... (Filename: C:/Users/john/Desktop/PRIMITIVE/Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [Networking.Recorder] [PV] MicWrapper: System.ArgumentException: Couldn't acquire device ID for device name H:ͻ at (wrapper managed-to-native) UnityEngine.Microphone.Start(string,bool,int,int) at Photon.Voice.Unity.MicWrapper..ctor (System.String device, System.Int32 suggestedFrequency, Photon.Voice.ILogger logger) [0x000bb] in C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\PhotonVoiceApi\Platforms\Unity\MicWrapper.cs:35 UnityEngine.DebugLogHandler:Internal_Log() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) ... (Filename: C:/Users/john/Desktop/PRIMITIVE/Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 66) [Networking.Recorder] Unity microphone input source creation failure: System.ArgumentException: Couldn't acquire device ID for device name H:ͻ at (wrapper managed-to-native) UnityEngine.Microphone.Start(string,bool,int,int) at Photon.Voice.Unity.MicWrapper..ctor (System.String device, System.Int32 suggestedFrequency, Photon.Voice.ILogger logger) [0x000bb] in C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\PhotonVoiceApi\Platforms\Unity\MicWrapper.cs:35 . UnityEngine.DebugLogHandler:Internal_Log() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Photon.Voice.Unity.VoiceLogger:LogError(String, Object[]) (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\VoiceLogger.cs:66) Photon.Voice.Unity.Recorder:CreateLocalVoiceAudioAndSource() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\Recorder.cs:729) Photon.Voice.Unity.Recorder:Setup() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\Recorder.cs:639) Photon.Voice.Unity.Recorder:Init(VoiceClient, Object) (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\Recorder.cs:593) Photon.Voice.PUN.PhotonVoiceView:SetupRecorder(Recorder) (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\PUN\PhotonVoiceView.cs:207) Photon.Voice.PUN.PhotonVoiceView:SetupRecorder() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\PUN\PhotonVoiceView.cs:175) Photon.Voice.PUN.PhotonVoiceView:Setup() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\PUN\PhotonVoiceView.cs:137) Photon.Voice.PUN.PhotonVoiceView:OnEnable() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\Code\PUN\PhotonVoiceView.cs:125) UnityEngine.GameObject:SetActive() Photon.Pun.PhotonNetwork:NetworkInstantiate(InstantiateParameters, Boolean, Boolean) (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonUnityNetworking\Code\PhotonNetwork.cs:2398) Photon.Pun.PhotonNetwork:Instantiate(String, Vector3, Quaternion, Byte, Object[]) (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonUnityNetworking\Code\PhotonNetwork.cs:2245) Assets.NetworkManager:OnJoinedRoom() (at C:\Users\john\Desktop\PRIMITIVE\Assets\NetworkManager.cs:188) Photon.Realtime.MatchMakingCallbacksContainer:OnJoinedRoom() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonRealtime\Code\LoadBalancingClient.cs:3334) Photon.Realtime.LoadBalancingClient:OnEvent(EventData) (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonRealtime\Code\LoadBalancingClient.cs:2463) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer) (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\PeerBase.cs:632) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\EnetPeer.cs:553) ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\PhotonPeer.cs:1428) Photon.Pun.PhotonHandler:FixedUpdate() (at C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonUnityNetworking\Code\PhotonHandler.cs:130) (Filename: C:/Users/john/Desktop/PRIMITIVE/Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 66) [PV] OpusCodec.Encoder: System.ArgumentOutOfRangeException: Must be Mono or Stereo Parameter name: numChannels at POpusCodec.OpusEncoder..ctor (POpusCodec.Enums.SamplingRate inputSamplingRateHz, POpusCodec.Enums.Channels numChannels, System.Int32 bitrate, POpusCodec.Enums.OpusApplicationType applicationType, POpusCodec.Enums.Delay encoderDelay) [0x001c5] in C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\PhotonVoiceApi\Core\POpusCodec\OpusEncoder.cs:238 at Photon.Voice.OpusCodec+Encoder`1[T]..ctor (Photon.Voice.VoiceInfo i, Photon.Voice.ILogger logger) [0x00032] in C:\Users\john\Desktop\PRIMITIVE\Assets\Photon\PhotonVoice\PhotonVoiceApi\Core\OpusCodec.cs:39 UnityEngine.DebugLogHandler:Internal_Log() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ... (Filename: C:/Users/john/Desktop/PRIMITIVE/Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1826)
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PUN Voice is repeating Disconnect and connect. And I cannot leave room.
2018-11-29 15:48:13.989 14267-14335/? I/Unity: PUNVoice: OpAuthenticate()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:13.989 14267-14335/? I/Unity: PUNVoice: Voice Client state: Authenticating
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.029 14267-14335/? I/Unity: PUNVoice: Voice Client state: ConnectedToMaster
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.029 14267-14335/? I/Unity: PUNVoice: Voice Client state: Joining
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.031 14267-14335/? I/Unity: PUNVoice: OpJoinRoom()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.056 14267-14335/? I/Unity: PUNVoice: Voice Client state: DisconnectingFromMasterserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.056 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.059 14267-14335/? I/Unity: PUNVoice: Voice Client state: ConnectingToGameserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.059 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.255 14267-14335/? I/Unity: PUNVoice: OpAuthenticate()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.255 14267-14335/? I/Unity: PUNVoice: Voice Client state: Authenticating
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.290 14267-14335/? I/Unity: PUNVoice: Voice Client state: Joining
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.293 14267-14335/? I/Unity: PUNVoice: OpJoinRoom()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.624 14267-14335/? I/Unity: PUNVoice: Voice Client state: DisconnectingFromGameserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.625 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.627 14267-14335/? I/Unity: PUNVoice: Voice Client state: ConnectingToMasterserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:14.627 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
---------------------------------------------------------------------------------------------------------------------------------------
I'm using PUN Voice in android platform. When I join room, pun voice is repeating disconnect and connect.(Up code is that)
And when I tried to leave room with PhotonNetwork.LeaveRoom() It didn't work.
So I followed the PhotonNetwork.LeaveRoom() function with using Debug.Log, and it stopped at OpLeaveRoom which in LoadbalancingPeer script.
I'm using custom authenticate, playfab to login pun voice.
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PUNVoice is repeating disconnect and connect And Can't leave room
2018-11-29 15:48:16.126 14267-14335/? I/Unity: PUNVoice: Voice Client state: DisconnectingFromGameserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.126 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.129 14267-14335/? I/Unity: PUNVoice: Voice Client state: ConnectingToMasterserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.130 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.329 14267-14335/? I/Unity: PUNVoice: OpAuthenticate()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.329 14267-14335/? I/Unity: PUNVoice: Voice Client state: Authenticating
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.358 14267-14335/? I/Unity: PUNVoice: Voice Client state: ConnectedToMaster
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.358 14267-14335/? I/Unity: PUNVoice: Voice Client state: Joining
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.358 14267-14335/? I/Unity: PUNVoice: OpJoinRoom()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.389 14267-14335/? I/Unity: PUNVoice: Voice Client state: DisconnectingFromMasterserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.390 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.393 14267-14335/? I/Unity: PUNVoice: Voice Client state: ConnectingToGameserver
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.393 14267-14335/? I/Unity: PUNVoice: CSharpSocket.Disconnect()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.629 14267-14335/? I/Unity: PUNVoice: OpAuthenticate()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.630 14267-14335/? I/Unity: PUNVoice: Voice Client state: Authenticating
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
2018-11-29 15:48:16.692 14267-14335/? I/Unity: PUNVoice: Voice Client state: Joining
-----------------------------------------------------------------------------------------------------------------
This is log which I get from the option I turned on Photon Settings log.
When I tried to leave room using PhotonNetwork.LeaveRoom(), It didn't work.
So I tried PhotonNetwork.Disconnect() then connection state changed to Disconnecting and It didn't work neither.
So I followed the code PhotonNetwork.LeaveRoom() with using debug.log, and the result is that code networkingPeer.OpLeaveRoom(becomeInactive) didn't work which in PhotonNetwork script.
I don't know what's problem. I guess it's relevant with that error but not know how to solve
Actually, I don't know it's OK but I'm using PUN Voice APP ID in PUN REALTIME and PUN Voice,
And It works nice in window platform. Not in android platform :(
I'm using custom authenticate, playfab to connect PUN Voice.
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Photon Voice (V1) Error in script
Photon Voice Ver.1.16
While importing Photon Voice in unity some scripts throwing error, scripts names are -
using Voice = ExitGames.Client.Photon.Voice;
using Voice1 = ExitGames.Client.Photon.Voice;
Here i changed Voice to Voice1 so now its not a type.
You need to change that variable wherever it has been used.
Thank You.
- PhotonVoiceNetwork.cs
- DelayProcessor.cs
- photonVoiceRecorder.cs
↧
Photon Voice (V1) Error in script
Photon Voice Ver.1.16
While importing Photon Voice in unity some scripts throwing error, scripts names are -
using Voice = ExitGames.Client.Photon.Voice;
using Voice1 = ExitGames.Client.Photon.Voice;
Here i changed Voice to Voice1 so now its not a type.
You need to change that variable wherever it has been used.
Thank You.
- PhotonVoiceNetwork.cs
- DelayProcessor.cs
- photonVoiceRecorder.cs
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Photon microphone (no sound) vs Unity microphone (sound)
@JohnTube Using Photon Voice 2.1.1 on Unity 2018.2.18f1 on an MSI Dominator Laptop with Realtek High Definition Audio driver. Microphones include built in mic, HTC Vive.
Running the DemoVoiceUI demo, the Unity microphone successfully detects sound, while the Photon microphone does not.
Condensed log below from DemoVoiceUI where Unity mic is active first, then switch to Photon mic:
Load scene 'Temp/__Backupscenes/0.backup' time: 1.081285 ms ConnectAndJoin.ConnectNow() will now call: VoiceConnection.ConnectUsingSettings(). ... Photon.Voice.Unity.UtilityScripts.ConnectAndJoin:ConnectNow() (at Assets\Photon\PhotonVoice\Code\UtilityScripts\ConnectAndJoin.cs:66) Photon.Voice.Unity.UtilityScripts.ConnectAndJoin:OnEnable() (at Assets\Photon\PhotonVoice\Code\UtilityScripts\ConnectAndJoin.cs:55) (Filename: Assets/Photon/PhotonVoice/Code/UtilityScripts/ConnectAndJoin.cs Line: 66) Refresh Mics ... (Filename: Assets/Photon/PhotonVoice/Demos/DemoVoiceUI/MicrophoneDropdownFiller.cs Line: 121) [PV] Remote voices cleared ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [Scripts.Recorder] Type Convertion set to Short. Audio samples will be converted if source samples type differs. ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [Scripts.Recorder] Setting recorder's source to Unity microphone device Microphone (Realtek High Definition Audio) ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [Scripts.Recorder] [PV] MicWrapper: initializing microphone 'Microphone (Realtek High Definition Audio)', suggested ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [Scripts.Recorder] [PV] MicWrapper: microphone 'Microphone (Realtek High Definition Audio)' initialized, frequency = 48000, channels = 1. ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) PUNVoice: Creating local voice with source samples type conversion from float to short. ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [PV] Local v#1 ch#1 Sending info: c=AudioOpus f=48000 ch=1 d=10000 s=480 b=30000 w=0 h=0 ud= ev=0 ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [PV] Local v#1 ch#1 added enc: c=AudioOpus f=48000 ch=1 d=10000 s=480 b=30000 w=0 h=0 ud= ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [WebRTCAudioProcessor] WebRTCAudioProcessor create sampling rate 48000, frame samples 480 ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [PV] Local v#1 ch#1: Starting data encode thread ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [Scripts.Recorder] Recorder.MicrophoneType changed, Recorder requires reinitialization for this to take effect. ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [PV] Local v#1 ch#1 remove sent ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [PV] Local v#1 ch#1: Exiting data encode thread ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [PV] Local v#1 ch#1 removed ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [Scripts.Recorder] Setting recorder's source to Photon microphone device 0 ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [Scripts.Recorder] Setting recorder's source to WindowsAudioInPusher ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92) [PV] Local voice #2 audio source frequency 16000 and encoder sampling rate 48000 do not match. Resampling will occur ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1830) [PV] Local v#2 ch#1 Sending info: c=AudioOpus f=48000 ch=1 d=10000 s=480 b=30000 w=0 h=0 ud= ev=0 ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [PV] Local v#2 ch#1 added enc: c=AudioOpus f=48000 ch=1 d=10000 s=480 b=30000 w=0 h=0 ud= ... (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 1834) [WebRTCAudioProcessor] WebRTCAudioProcessor create sampling rate 48000, frame samples 480 ... (Filename: Assets/Photon/PhotonVoice/Code/VoiceLogger.cs Line: 92)
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Using PUN Voice with OVR Lip Sync
Hi... I've been using the Oculus Lip Sync plugin (OVRLipSync) with PUN Voice for a while and it has worked very nicely with just one limitation: each client cannot see their own lip syncing (in mirrors, preview render targets, etc). This is because the OVRLipSyncContext script uses a reference to an AudioSource to perform its lip sync calculations on.
So my avatar prefab has an AudioSource, a PhotonVoiceSpeaker and PhotonVoiceRecorder as well as OVRLipSyncContext. When its a remote player, PhotonVoiceSpeaker is playing through the AudioSource which the OVRLipSyncContext references. When its a local player, the AudioSource isn't producing any sound.
I don't want the local player to hear their own voice, just want for their lip syncing to work. Can anyone recommend a way to achieve this?
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Using Photon Voice with Photon Realtime - Upgrading to PUN ?
Hi there,
We are a team currently developing a pro tool and we are using Photon Realtime SDK (the lowest level) as we feel it gives us much more control over our network communication than the highest level options (PUN or BOLT).
We already have a whole solution running with Photon Realtime SDK, with multiuser editing of parametric models. And now we are looking at integrating a voice chat solution to allow our users to communicate with voice directly in the app.
It seems Photon Voice would be a good option, but as far as I understand it relies on PUN.
- is there a Photon Voice implementation which doesn't need PUN but can be plugged in using the Photon Realtime SDK ?
- if we have to update to PUN, does that mean we have to refactor entirely our network systems ?
- is there a migration guide somewhere for people who have an app running on Photon Realtime who want to migrate to PUN ?
All the best,
Pierre
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