"Recorder require initialization, Call recorder.init(VoiceClient, object)"
How can i initialize recorder ?
https://doc.photonengine.com/en-us/voice/current/getting-started/recorder#initialization
in this section it is not properly mentioned.
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How to initialize Recorder ? Photon Voice
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Photon Unity networking Classic version upgrade
what would be the cleanest way to upgrade Photon classic from v1.86 to photon classic v1.99(latest)
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How to reduce noise & echo when using Photon Voice?
I was testing the DemoVoice scene of the Photon Voice. When both the players connected and were using their mics at the same time, there was huge, unbearable noise and echo(tried Photon Mic, noise suppression, echo cancellation). Any way to counter this?
Secondly, is there a setting to change the sensitivity of the mic?
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Error: Input sampling rate (24000) must be 8000, 16000, 32000 or 48000
Hi, I'm using Photon Voice 2.15, (Unity 2019.3.0b4) in my project and it works fine however,
I'm getting the following error when I run project inside unity:
Voice Connection and Recorder.WebRtcAudioDsp] WebRTCAudioProcessor: input sampling rate (24000) must be 8000, 16000, 32000 or 48000
If I change sampling rate to 48.000 and save then reload the scene, it reverts back to 24000.
I think I can attempt to set samplingRate at Setup() function, but I am not sure if its the good way of fixing this problem.
Recorder.cs or its meta is NOT read-only, why does its values reset?
private POpusCodec.Enums.SamplingRate samplingRate = POpusCodec.Enums.SamplingRate.Sampling48000; didn't work as well.
scene is DemoVoiceMinimal-Scene
I'm also getting the error of:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.EditorGUILayout.IsChildrenIncluded (UnityEditor.SerializedProperty prop) (at <5f8e991dd2bb44d6aaa5ce27d8f20777>:0)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, UnityEngine.GUILayoutOption[] options) (at <5f8e991dd2bb44d6aaa5ce27d8f20777>:0)
Photon.Voice.Unity.UtilityScripts.Editor.ConnectAndJoinEditor.OnInspectorGUI () (at Assets/Photon/PhotonVoice/Code/UtilityScripts/Editor/ConnectAndJoinEditor.cs:30)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass53_0.b__0 () (at <5f8e991dd2bb44d6aaa5ce27d8f20777>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
whenever I select the Gameobject, the script is attached to.
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Speaker Device Bug (Windows)
We are working on a game for the HTC Vive. Each user in my application is transmitting voice properly. However, some users do no hear voices because their speaker is not sending it to the correct device (HTC Vive).
Is there a way to set the Speaker device like you can the microphone device on the Recorder?
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Connecting to two rooms at the same time
Hi there!
I have been using Photon for quite some time now for "common" stuff, but now things are getting a bit dirtier.
So, forum to the resque :)
I have been trying to connect to two separate rooms on the same server from the same client and I'm receiving the following error when trying to create the second room.
Failed parsing address:
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2081)
ExitGames.Client.Photon.IPhotonSocket:Connect() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/IPhotonSocket.cs:105)
ExitGames.Client.Photon.SocketUdp:Connect() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/SocketUdp.cs:63)
ExitGames.Client.Photon.EnetPeer:Connect(String, String, Object) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:269)
ExitGames.Client.Photon.PhotonPeer:Connect(String, String, Object) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1263)
Photon.Realtime.LoadBalancingClient:ConnectToGameServer() (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:878)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2566)
ExitGames.Client.Photon.<>c__DisplayClass105_0:b__0() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:907)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:431)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1596)
Photon.Voice.Unity.VoiceConnection:Dispatch() (at Assets/Photon/PhotonVoice/Code/VoiceConnection.cs:363)
Photon.Voice.Unity.VoiceConnection:FixedUpdate() (at Assets/Photon/PhotonVoice/Code/VoiceConnection.cs:346)
Backstory:
What I'm trying to do exactly is to have two simultaneous connections from the same client to two different rooms on the same Loadbalancing (self hosted) server instance. One connection would be to allow Unity stuff to work (like RPCs or PhotonView synchronizations) and the other one would be for the Voice Chat.
For the first connection I'm using PUN, since it seems to be a nice wrapper for the LoadBalancingClient which as far as I see, does not leak settings, connections or other stuff to the Voice Clients. Long story short, after customizing the settings, versions and the rest, I connect to the server (not via ConnectUsingSettings), create a room and join it. Everything works fine. I can send RPCs and sync PhotonViews normally.
The problem arises when I try to create a new room for the voice chat.
Upon joining the room, the VoiceConnection class takes charge and tries to connect to the same server using the ConnectUsingSettings method, but I override the settings myself with the following
new AppSettings()
{
Port = 0,
Protocol = ConnectionProtocol.Udp,
Server = PhotonNetwork.ServerAddress,
NetworkLogging = DebugLevel.ALL,
AppVersion = PhotonNetwork.NetworkingClient.AppVersion,
AppIdRealtime = PhotonNetwork.NetworkingClient.AppId,
AppIdVoice = PhotonNetwork.NetworkingClient.AppId,
UseNameServer = false
});
The client tries to connect, connects to the master server and the I try to create the new room and join it.
[Network.VoiceManager] OnVoiceStateChanged from ConnectedToMaster to Joining
Immediately, the state changes to DisconnectingFromMasterServer
[Network.VoiceManager] OnVoiceStateChanged from Joining to DisconnectingFromMasterServer
SocketUdp.Disconnect()
Connect()
SocketUdp: UDP, Unity3d.
And then the error appears:
Failed parsing address:
Along with (yet again)
SocketUdp.Disconnect()
The first connection remains intact, but the Voice Connection did not succeed.
The server is running an unmodified version of the LoadBalancing App.
Any insight on why that might happen would be greatly appreaciated.
If you need any more info, or to provide more code on a specific part of the process, please ask.
Thanks a lot in advance,
John.
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Photon Voice constantly unlinked
Hi,
We currently have the game "We Were Here" on steam and are getting reports of players not being able to hear each other. We are having a hard time identifying the problem. We have a matchmaking scene in which players can join/create rooms. Once the player joins a room a PhotonVoice Prefab is instantiated on the network (contains a PhotonView/AudioSource/Photonvoicerecorder/PhotonVoiceSpeaker). Once the second player joins and the second prefab is created it either never has the streaming audioclip or the voice unlinks and creates a new link every 2/3 seconds.
I've tried the Voice Demo to see if we were missing something, but using the same setup as shown in the demo the issue continues to exist.
Has anyone experienced a similar issue and managed to fix it?
Unity version: 5.5.0f3
Thank you for your time,
Total Mayhem Games
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Photon Voice Stuck in Disconnecting State after Pause
Hey,
We are using PhotonVoice on Oculus Quest (android) for a VR game, Unity Version 2018.4.11 and Photon Voice v2.9 / PUN2: v2.14 .
The audio works smoothly when starting the app and we can hear other clients. However, after pausing the app and unpausing the app, the Photon Voice Networking state gets stuck in "Disconnecting" and no audio can be heard.
We have found a temporary solution is to check if the voice state is "Disconnecting" after Photon Network has successfully joined a room, force set the state to "Disconnected", and try to reconnect manually.
if (PhotonNetwork.InRoom && PhotonVoiceNetwork.Instance.ClientState == ClientState.Disconnecting) {
PhotonVoiceNetwork.Instance.ClientState = ClientState.Disconnected;
PhotonVoiceNetwork.Instance.ConnectAndJoinRoom();
}
This solution works, but we are concerned that force setting a state may cause other issues. Is there another way to handle this situation?
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Smoke test on the CCU using Photon.RealTime API
I am asking about the RealTime API how to increase the number of clients per user to be able to test my Max CCU behavior ?.
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Sampling rate doesn't persist?
Hi! Whenever I change my Photon Recorder's "Sampling Rate" field, say from 24000 to 48000, and save the scene, after restarting Unity the change in the component is reset back to 24000 (also, no file ever changed as per github when changing the rate). This then also causes an error again with the WebRTCAudioProcessor (which requires 8000, 16000, 32000 or 48000).
Can this setting be persisted? Thanks!
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Photon Voice suggested sampling rate for speech?
Hi! What is the suggested Photon Voice Sampling Rate when the room capacity is from 1-8 people and the audio is exclusively speech (but I'm using the WebRTCAudioDsp so can't use 24k)? I.e. is 48k overkill and should I be using 16k?
I will do further testing, but a view by Photon on this would be very helpful, especially as I work alone (so I can't quickly do voice chat tests with many people). Thanks!
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Downsides to 48k sampling rate in Voice?
Hi! Are there any downsides to using 48k sampling rate in Photon Voice?
Does it affect CPU of sending client? What about CPU of receiving client?
Does it cause bottlenecks if the room gets fuller? Say 8 people.
Most importantly, I reckon, does it cause issues of lagging connections and dropped audio on slower mobile connections?
I will be implenting a sampling rate option for testing, but would appreciate any pointers. Thanks!
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"Only short audio voice supported" error
Hi! Using the latest Photon Voice, I'm getting the error "Only short audio voice supported" on startup. It looks like my Recorder settings and my WebRtcAudioDsp may have stumbled on a non-working combo or something. What to do?
(I'm using Unity 2019.3.0 beta, so if this is due to a beta issue, sorry, I understand in that case I'm not supported. Though maybe it's not a beta issue.)
Thanks for any help!
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Failing to measure loudness
Hi! I want to animate people's mouths when they speak (organically from 0f - 1f, being fully close to fully open). However, when I try to measure the current average loudness of the audioClip, all I get is the same value 0.0007006526f all the time. I can hear people's voices in the room, so that part works fine.
This is the core of my loudness getter (edit: Sorry, the Code formatting is broken when I try that button -- I removed that Code tag now):
-----
const int sampleDataLength = 1024;
float[] clipSampleData = null;
void Start()
{
// Photon Voice View & Speaker & AudioSource is one node up, so grab it
liveSpeechAudio = GetComponentInParent();
if (!photonView.IsMine)
{
clipSampleData = new float[sampleDataLength];
}
}
float GetClipLoudness() // only called if (!photonView.IsMine)
{
float loudness = 0f;
if (liveSpeechAudio.clip != null)
{
liveSpeechAudio.clip.GetData(clipSampleData, liveSpeechAudio.timeSamples);
foreach (float sample in clipSampleData)
{
loudness += Mathf.Abs(sample);
}
if (loudness > 0f) { loudness /= sampleDataLength; }
}
return loudness;
}
-----
Any help? Thanks!
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What's "AEC Mobile" for?
Hi! I can't find much documentation on the WebRTCAudioDSP component I'm using on my Photon Voice Network gameObject.
What is "AEC Mobile" (Acoustic Echo Cancellation Mobile), is that something one should always tick (and untick "AEC") when the target client is mobile/ Android/ iOS? Is it more performant?
(Might be of interest to others if more documentation was available at this page, but maybe I'm missing something.)
Thanks!
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Photon Voice - Recorder Microphone Setup
I'm creating a multiplayer app in Unity 2019.1.7f1 using PUN 2 and Photon Voice, but when I create Android builds for my Oculus Quest, no player hears the other players. In Unity, in the Recorder component there's a message under Audio Source Settings which states, "Devices list and current selection is valid in Unity Editor only. In build, you need to set it via code preferably at run time." However the Photon Documentation provides neither any reference to this issue nor any guidance or example code. Please assist if you can.
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Photon Voice Upgrade for 64 bit problems
I have to do some work on an older project that is using PUN V1 and Voice Classic. Current versions in the project are Voice 1.16 (PUN 1.91), I need to move to 1.18 to get the 64-bit Android libraries but the latest release is v1.22 and when I upgrade to that I get v1.99 PUN. This appears to stop the older clients running 1.16 (1.91) from joining the same rooms as the clients using v1.22(v1.99).
Is that expected behaviour?
If not where might I look for possible ways around that?
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What does AEC Mobile Comfort Noise mean?
Hi! What does the Voice WebRTCAudioDSP option "AEC Mobile Comfort Noise" mean? Thanks!
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Find the right ReverseStreamDelayMs value?
Hi! When using Photon Voice and the WebRTCAudioDSP component, how does one find an appropriate Reverse Stream Delay MS value (it being a hint to the Acoustic Echo Cancellation routine)? It's set to 120 by default. Does it consist of just decreasing and increasing the variable and doing fresh tests with a group, or can I get to a good value faster? Thanks!
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Examples of mobile apps using Photon Voice?
Hi! What are some examples of mobile apps using Photon Voice for group chat (say something in the vicinity of 2-8 people in a room)? I mainly want to test their audio quality and compare to mine (as I'm having trouble finding the right quality & echo-freeness). Thanks!
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