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OnDisconnected() not called after adding photon voice

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Hello, Just as in the title, I added Photon Voice in my project and since, The OnDisconnected() function is not called anymore... Do you what causes this ? or in what function should I call my stuff instead of OnDisconnected() PS: It was ,indeed, working BEFORE adding PhotonVoice Thank you for your answers :smile:

Photon Voice and iphone

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Hi using 1.13 Photon Voice I can see you have implemented the https://github.com/cbaltzer/UnitySpeakerFix However we still get sound only from the iphone ear speaker (the one used when making or receiving a call) not the main speakers. On older devices with plug in headphones sound is routed to the headphones when plugged in. If using bluetooth headphones on newer devices the sound is not routed and the ear speaker (the one used when making or receiving a call) remains activated. Help, what am I missing? All fine on Android though Cheers

XCode AudioIn.bundle signing, release.

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Hello. I have a trouble when signing xcode project to release. "AudioIn.bundle" conflicting provisioning settings. AudioIn.bundle is automatically signed for development, but a conflicting code signing identity 3rd Party Mac Developer Application has been manually specified.... In my project AudioIn.bundle is used by Photon Voice 1. Please help me. Thank you.

Error CS0103: The name 'Pun' does not exist in the current context

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After an update of PUN2 and Photon Voice 2 after import, these two errors are displayed. Assets\Photon\PhotonVoice\Code\Editor\VoiceConnectionEditor.cs(70,52): error CS0103: The name 'Pun' does not exist in the current context Assets\Photon\PhotonVoice\Code\Editor\VoiceConnectionEditor.cs(71,45): error CS0103: The name 'Pun' does not exist in the current context How to fix this problem, i use Unity 2019.1.0f2

PunVoice Optimization

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It seems that PUNVOIP is costing about 1-2 MS per frame on my cpu a i5-6700K. I tracked it down to this line of code on the profiler. Microphone.GetPosition() It seems that this is a built-in Unity function for listening to Microphones. I'm not sure if the problem is Unity Side or Pun side for the expense or if this is just how expensive it is to listen to Microphone input. I'd like to reduce the expense here to less than .1MS if possible. Any idea on how to optimize this? Is there a way I can take this input only when someone is actually talking? Thanks!

Photon Voice w/ Selfhosted server

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Using Photon Voice 2.3, having an issue getting audio to work. Have a scene, in which I've dropped a stock Voice Connection and Recorder object. There are three sections that may be configured. Most of it is stock, but as I am using a selfhosted server, I've done the following: Voice Connection Script (checked) Primary Recorder: Voice Connection and Recorder (Recorder) User PUN Settings; Unchecked App ID Voice: Blank App Version: 1 Use Name Server: Unchecked Use Fixed Region: Unchecked Server: Selfhosted Server IP Address Port: 5055 Protocol: UDP ----- Photon Voice Network (Script): Checked Auto Connect and Join: Checked Auto Leave and Disconnect: Checked Created Speaker if Not Found: Unchecked Use Pun Settings: Unchecked App ID Voice: blank App Version: 1 Use Name Server: Unchecked Fixed Region: Unchecked Server: Selfhosted Server IP Address Port: 5055 Protocol: UDP ----- Connect and Join (Script) Checked Auto Connect: Checked Version: 1 Auto-Transmit: Unchecked Random Room: Checked ************************************************************************************ I have included all of the above as I am not sure what will be valuable to those look at this and what will not. Now, when one person enters a multiplayer room, all is well: no exceptions thrown, though of course, because, one person. When another person enters the room, following exception is thrown, and voice does not appear to be working (users cannot hear one another), On one side, User 1 sees this (he enters first): InvalidCastException: Specified cast is not valid. Photon.Pun.PhotonNetwork.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/DownloadedAssets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:2033) Photon.Realtime.LoadBalancingClient.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/DownloadedAssets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2581) ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer stream) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:633) ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands () (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:545) ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands () (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1473) Photon.Pun.PhotonHandler.FixedUpdate () (at Assets/DownloadedAssets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:130) On the other side, User 2 sees first (he enters second): InvalidCastException: Specified cast is not valid. Photon.Voice.VoiceClient.onVoiceEvent (System.Object content0, System.Int32 channelId, System.Int32 playerId, System.Int32 localPlayerId) (at Assets/DownloadedAssets/PhotonVoice/Photon/PhotonVoice/PhotonVoiceApi/Core/VoiceClient.cs:384) Photon.Voice.LoadBalancingFrontend.onEventActionVoiceClient (ExitGames.Client.Photon.EventData ev) (at Assets/DownloadedAssets/PhotonVoice/Photon/PhotonVoice/PhotonVoiceApi/LoadBalancingFrontend.cs:287) Photon.Realtime.LoadBalancingClient.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/DownloadedAssets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2581) ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer stream) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:633) ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands () (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:545) ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands () (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1473) Photon.Voice.Unity.VoiceConnection.FixedUpdate () (at Assets/DownloadedAssets/PhotonVoice/Photon/PhotonVoice/Code/VoiceConnection.cs:349) ***************************************************************************************** So, different exceptions thrown for different users. It should also be noted that the selfhosted server configuration has not really been touched. I set it up with the five minute tutorial, and it worked fine with simply creating and joining rooms. The base settings are still: Master: 5055 Game: 5056 That's all I can think to add. Any help greatly appreciated!

TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown.

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We getting a lot of issues like this in Production on Windows machines where calling DateTime.now throws the following errors: TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown. In my own code wherever I use DateTime.Now I changed it to use DateTime.UtcNow which then doesn't throw the above error. I'm using .NET 4.x for both Scriping and API Compatibility and using Mono. These errors are taken from the Unity Dashboard - Problem report: TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown. Managed Stack Trace:
ExitGames.Client.Photon.Voice.RemoteVoice.decodeThread (ExitGames.Client.Photon.Voice.IDecoder decoder) (at <3fbbaa892798415ea038eb235c076071>:0) ExitGames.Client.Photon.Voice.RemoteVoice.<.ctor>b__10_0 () (at <3fbbaa892798415ea038eb235c076071>:0) System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0) System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0) System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0) System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0) System.Threading.ThreadHelper.ThreadStart () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0) UnityEngine.UnhandledExceptionHandler:m__0(Object, UnhandledExceptionEventArgs)

Only the master client can talk but the client can only hear, how to make both of them talk.

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Sample script. public class VoiceController : MonoBehaviour { public Text ConnectionStatus; public Text PlayerStatus; public GameObject VoicePrefab; PhotonVoiceRecorder Rec; public Transform Parent; int Count = -1; public void ClickTOConnect() { PhotonNetwork.ConnectUsingSettings("0.1"); } public void StartProcess() { PhotonNetwork.JoinOrCreateRoom("XYZ", null, null); } void OnJoinedRoom() { if (PhotonNetwork.isMasterClient == true) { PlayerStatus.text = "MASTER"; } else { PlayerStatus.text = "CLIENT"; } } private void Update() { ConnectionStatus.text = PhotonNetwork.connectionStateDetailed.ToString(); } public void StartVoice() { CALLER(); } public void CALLER() { Rec = Instantiate(VoicePrefab, Parent).GetComponent(); } public void PushTOTalk() { if (Count == -1) { Rec.Transmit = true; Count = 0; } else { Rec.Transmit = false; Count = -1; } } }

Speaker getting unlinked after reconnection?

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Everything thing is working fine in voice, but if one player disconnects and reconnects, the player who disconnected voice is not working, but he can hear the other guy's voice. We are using PhotonNetwork.ReconnectAndRejoin(). In voice settings, it is set to Auto connect, and I was checking the Client state also, it disconnects and reconnects back but he cant speak.

How to record audio using microphone (onclick button) and store it to play it back

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Hi, i was wondering if you were able to achive this and if you can share me your scripts. What i'm trying to do is to record audio, then to store and play it back. Thank you. I'm also using placenote so no idea if it gets more complicated. I already get the microphone working on a simple scene but not in the one with photon and placenote. I already try implementing PhotonVoice my app crashes when i try to start the recording :/ Thx

Can't hear or speak after app loses focus.

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I just integrated photon voice 2 for the first time following the getting started guide at the photon website and it's working fine until the App loses focus (if i click Alt-Tab or windows) When the app loses focus the user can no longer hear/speak to the other users. Please help ;-;

Using Photon Voice in WebGL for receiving audio only [No Microphone]

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Unity does not support use of the Microphone when targeting WebGL. So it appears that we cannot support 2 way communication (receive and send) for users on that platform. But what about just receiving audio when on WebGL. In other words, is it possible to use the Photon Voice Network when targeting WebGL to recieve and play audio from a remote source running on a non-WebGL platform (such as windows or mac) where the Microphone does work?

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?

Recorder Initialization Problem with Oculus Avatar

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Recorder Initialization Problem with Oculus Avatar https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/oculusavatarsdk https://you-rang.tistory.com/268?category=758175 I follow these tutorials Warning sign after playing editor in unity3d "Recorder requires initialization. Call Recorder.Init(VoiceClient, Object)" I don't know how to initialize recorder and where to find VoiceClient and Object. Isn't there a conflict between Photon and Oculus Avatar regarding about recording?

Build error when using voice with WebGL

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Trying ot do a build for WebGL of our application and hitting a load of errors with microphone does not exist. The WebGL app does not need the microphone but I want to try and avoid having to versions of the application (one with and one without the photon packs). I can go an modify source code to stop these form compiling but ideally don't want to be modifying these. Any ideas if there is something really obvious I'm missing?

I can't find the right tutorial for my prototype

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Hello, I'm new here and this is the first time that I use PUN and VoIP. I have a prototype for al spatial audio source using google resonance, I wanna change that repeating track for the voice of the other player, simple as that. I don't understand how to change the current track to the voice coming from the call, I was able to run the 3d demo with the bunnies but just that, It works great but I still don't understand how to add those components in my actual project. Thanks! I think this is a great tool but I don't understand a simple way to just add the coming voice to my sphere audio source.

Please add my account for download access to the Magic Leap Photon Voice SDK ASAP

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We have an app that needs building! Thank you :smiley:

Voice state sometimes at disconnecting and stays in that state forever.

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Voice state is in disconnecting while switching scenes, only sometimes, not always, it has auto connect and auto disconnect, but still while a scene is being switched(Using photon load level) if the state of the client comes as disconnecting, till relaunch, that state will remain the same, please help URGENT!

Photon Voice Encryption

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In our application, we have rooms of people talking to each other, but the communication shouldn't leak outside of that room, including to external parties who might intercept the network data. I understand with PUN I can secure RPCs using RpcSecure, but what about the voice? Thanks in advance.

Is Photon Voice 2 compatible with Bolt?

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Hello, I am using Bolt latest version and tried to integrate Voice latest version into the mix but even after removing PUN and Photon Chat from Voice, as stated in the documentation, I am getting 52 errors. Do I need to remove something else? Thank you
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