Hello,
Rather than read the audio input from the MIC, can it read the audio directly from the PC speakers instead?
For example, i want to play a music file on the PC, and have that audio streamed to everyone in the room without using the MIC, is this possible?
Thanks!
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Transmit audio from speakers only
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How to change Photon Voice Region
I am trying to change the region of the PhotonVoiceNetwork client.
I can change the region of PUN, no problem. I disconnect and the reconnect PUN with a new region code, then join or create a room on the new region master server.
With PhotonVoiceNetwork set to automatically connect, join, and disconnect, it will disconnect and reconnect when I switch the PUN region, but it always connects to the best region.
I would like to be able to switch the PhotonVoiceNetwork region when the PUN region is changed. I should be able to do this manually.
I have tried turning off the auto connect and disconnect in Photon Voice and then running:
AppSettings appS = new AppSettings();
appS.AppIdVoice = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdVoice;
appS.AppIdRealtime = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;
appS.UseNameServer = true;
appS.FixedRegion = PhotonNetwork.CloudRegion;
photonVoiceNetwork.ConnectUsingSettings(appS);
Which works, and Photon Voice Network will connect to master server with the new region code and the client state becomes ConnectedToMasterserver.
So then I try to join a room with:
EnterRoomParams erps = new EnterRoomParams();
erps.RoomName = PhotonNetwork.CurrentRoom.Name;
photonVoiceNetwork.Client.OpJoinRoom(erps);
This causes the state to go to Joining, but immediately back to ConnectedToMasterServer without any information even in log level ALL. It never gets to Joined.
What step am I missing to manually connect Photon Voice to a selected region and then join a room?
I am using Unity 2018.3 and PUN 2 and Photon Voice 2. I have everything else with PUN and Photon Voice working great, until I switch regions on PUN and I can't do the same with Photon Voice.
Thanks!
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Room of multiple people
Hi,
I am trying to create rooms of around 4 people or more.
E.g.:
1) First 4 people will join Room 1
2) Next 4 people will join Room 2
and so on.
The demo works fine, but everyone can listen to everyone else.
My use case is, that people in Room 1 should not be able to listen to people in Room 2 and vice versa.
Am not clear how to proceed. Advice would be great.
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Users in room cannot hear each other - Photon Voice 2 v2.6
Hello!
My team is using PUN 2 and Photon Voice 2 in a project of ours. We are currently having issues with v2.6 of PUN and PUN Voice 2.
Here is a reference to both assets on the Unity Asset Store, just to make sure we are referencing the same ones:
PUN 2- https://assetstore.unity.com/packages/tools/network/pun-2-free-119922
Photon Voice 2 - https://assetstore.unity.com/packages/tools/audio/photon-voice-2-130518
We are having an inconsistent bug occurring when users are in the same room. Even though the Photon.Voice.Unity.Recorder is created properly and receiving local input (verified using the Debug echo), the other users cannot hear each other. This issue does not always occur and is somewhat random. In testing this, the issue occurs about 20-30% of the time.
When this issue occurs, we have traced the stack and found Photon.Voice.VoiceClient's delegate RemoteVoiceInfoDelegate OnRemoteVoiceInfoAction is not being invoked. When this delegate is invoked, the issue does not occur and the users can hear each other.
In looking through the Photon forum, we also referenced these two posts...
Post #1: https://forum.photonengine.com/discussion/12965/photon-voices-big-bug-i-cannot-be-heard-when-re-joining-the-room ... Updating to v2.6 did fix the issue discussed in post #1.
Post #2: https://forum.photonengine.com/discussion/12856/photon-voice-2-voice-chat-not-working ... We are utilizing all of the solutions explored in post #2.
I'm posting this in hopes someone can guide us in the right direction if there is in fact something we are doing incorrectly when initializing the Photon voice components. Does anyone have an idea what we may be doing wrong?
Thank you!
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Cannot import Voice2 into a project that uses Bolt
Hello!
I have a project that works great with Bolt but I am having issues adding Voice2 to it.
Just after importing the asset, I get around 100 errors that go away after removing PUN (as instructed here).
However, I get now 2 errors (which seem to be the same one):
PrecompiledAssemblyException: Multiple precompiled assemblies with the same name websocket-sharp.dll included for the current platform. Only one assembly with the same name is allowed per platform. Assembly path: {0}
UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.CreateTargetAssemblies (System.Collections.Generic.IEnumerable`1[T] customScriptAssemblies, System.Collections.Generic.IEnumerable`1[T] precompiledAssemblies) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorBuildRules.cs:249)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.UpdateCustomTargetAssemblies () (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:619)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.SetAllCustomScriptAssemblyJsons (System.String[] paths) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:728)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.SetAllCustomScriptAssemblyJsons (System.String[] allAssemblyJsons) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:217)
PrecompiledAssemblyException: Multiple precompiled assemblies with the same name websocket-sharp.dll included for the current platform. Only one assembly with the same name is allowed per platform. Assembly path: {0}
UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.CreateTargetAssemblies (System.Collections.Generic.IEnumerable`1[T] customScriptAssemblies, System.Collections.Generic.IEnumerable`1[T] precompiledAssemblies) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorBuildRules.cs:249)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.UpdateCustomTargetAssemblies () (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:619)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.SetAllCustomScriptAssemblyJsons (System.String[] paths) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:728)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.SetAllCustomScriptAssemblyJsons (System.String[] allAssemblyJsons) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:217)
UnityEditor.Modules.ModuleManager:RegisterAdditionalUnityExtensions()
Could you point me in the right direction please?
Thank you!
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Voice chat without PUN
Hi there!
I'm trying to implement Voice Chat without PUN, but i'm having several problems.
I've checked the ConnectAndJoin.cs on the examples, as the documentation says it doesn't use PUN. I'm able to connect and get all the "joined" messages and such. The issue is that when I try to connect a second player, I get no messages whatsoever and no voice from the other player. I mean, I don't see any "x user joined to room" callback or anything similar. It seems as if I'm alone all the time.
Any ideas how do I get the other people notification and their voice?
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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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Paying double for CCU when using voice?
When using Voice, it seems we're paying double for CCU as we need to pay for our normal PUN(2) CCU, but voice always creates a new connection as well?
As any bandwidth overage will be charged either way the split CCU doesn't reallt make sense to me.
Is there any reason why we can't just reuse the same PUN2 connection and save the extra CCU?
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Connecting to Photon Voice makes my speakers sound worse.
Hello, I am implementing Photon Voice into my game and it seems that when I connect, the speakers on my computer including the audio coming from places outside of Unity seem to get distorted and change. In some cases, it completely mutes the audio playing outside of unity. Is this a common issue?
Thank you for your help. This has become a large issue for us doing demo calls.
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how to make any speech to text plugin work together with photon voice?
I am creating a multiplayer game using photon and also integrated photon voice to have voice chat with network players.
There is one chatbot functionality in my game where I'll ask some questions, chatbot coverts that speech to text and fetch the data from the backend.
But as I am already using Photon voice, its already using microphone. In this case when I am trying to enable my chatbot (putting him in listen mode), it does not get access to microphone.
Is it possible to have microphone access to both these plugins?
can someone help me with this?
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How to estimate ReverseStreamDelayMs in WebRtcAudioDsp of Photon Voice 2?
Hi,
I am trying DemoVoice scene of Photon Voice 2 and found that there is ReverseStreamDelayMs in WebRtcAudioDsp script. I believe the configuration is for echo cancellation but what does ReverseStreamDelayMs mean and how do I estimate the value for my device?
Thank you.
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Is it possible to reach Skype-like quality?
Hi guys I'm wondering if it is possible to reach the same high quality voice as (for example) Skype. In particular I'm interested in the echo cancellation. Because I read you use the native cancellation from the device.
Currently we still having echo issues, even with the demos.
So is it possible to tweak the settings to reach Skype quality? And if so, could you give us some tips.
Thanks!
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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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Voice Classic Version 1.18 UWP build error
Hello!
I am not able to build Photon Voice Classic Version 1.18 against UWP.
Error:
Assets\Plugins\PhotonLoadbalancingApi\LoadBalancingPeer.cs(98,41): error CS0246: The type or namespace name 'PingMono' could not be found (are you missing a using directive or an assembly reference?)
Unity: 2018.3.5f1
Scripting Runtime Version: .NET 4.x Equivalent
Scripting Backend: .NET
Api Compatibility Level*: .NET 4.x
I performed the following steps to diagnose:
1. Created blank new project.
2. Installed ONLY Photon Voice 1.18 (Got the error above)
https://assetstore.unity.com/packages/tools/audio/photon-voice-45848
4. Installed ONLY Pun Classic 1.94 (Built Successfully)
https://assetstore.unity.com/packages/tools/network/photon-unity-networking-classic-free-1786
Also, worth noting that this error is similar to the error in the following thread:
https://forum.photonengine.com/discussion/13468/pun-1-93-uwp-build-errors
It is building successfully for Editor and Windows Standalone.
Thank you for your help!
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Photon Voice Taking Long Time to Connect on Mac Standalone
Hello, I am running into an issue with my Mac Standalone builds. Every time that Photon Voice seems to be setting the Microphone up my game freezes for 15-20 seconds. I have included the GUI script from the Test Voice Scene on my build and every time I switch the mic I am encountering this delay.
Another large issue I am facing is that it does not seem to transmit correctly on external microphones attached to headphones. This requires a switch in microphone for my end users and is very unfortunate for them due to the delay.
Could you please advise me on how to proceed with development on Mac Os Standalone? Of my understanding all my end users are on the latest Mojave operating system. I am not encountering this issue in the Mac Editor, Windows Editor, or Windows Standalone Builds. I am using Unity 2018.2.10.
Thanks.
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ue4 voice ?
does photon voice is avaiable for ue4 ?
i could not find anywhere a clear indicator about this beside the fact that the sdk download link is not available when choosing ue4
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Does Photon Voice have its own pricing plan?
Hi,
I'm working on a game that uses PUN2 and Photon Voice. Is the pricing plan for Voice and PUN2 seperate? Or is it only enough to buy one plan? If these are seperate, examples provided with the PUN2 are #using Photon.Realtime as well, Does Photon Realtime also have a seperate pricing plan?
Thanks.
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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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What type of encryption is used in Photon Voice?
Hi,
The title says it all, we need to document the security aspect of our app and we would like to know what type of encryption is used by Photon Voice. Is it the same as PUN (ie AES)? I found in this discussion that Voice encryption can be enabled in script.
Thanks!
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WebGL and Photon Voice
Is there any plan for WebGL support? I understand that the voice related functionality needs threading that needs local resources access. Would be wonderful to get this WebGL supported. I have a need where game can not be installed on local machine.
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