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Photon Voice Timescale dependence

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Is there any way to make photon voice chat work when timescale is set to zero. I do this when bringing up the pause menu , during which recipients cannot hear each other despite being connected.

not working

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I built a Photon voice demo scene( PUN 2) for android but the audio is not coming. but the scene is listening to the user. I also tried to add Photon classic along with my pun2 multiplayer. it crashing my unity project. I am using unity 2019.3.13f1. I have successfully used Photon voice 6 months back. Could you fix this?

Problem getting decent audio quality without echo on Pico Neo 2

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We have a photon based app in which the audio is usually good in Oculus Quest, but problematic in Pico Neo 2 devices. We were eventually able to get rid of an echo back of our own voice, and interrupted signals (static and crackliness), but sacrificed some sound quality – sounding more like a radio voice than a regular voice. The following settings led to decent results, but still not the quality we’d prefer:

In Project Settings > Audio > System
Sample Rate set to 24000
Our Avatar Head prefab has AudioSource, PhotonVoiceView, Recorder, and Web Rtc Audio Dsp with the following settings in the inspector:
Recorder
Frame Duration = 20ms

Web Rtc Audio Dsp
AEC Mobile = true
ReverseStreamDelayMs = 120
AEC Mobile Comfort Noise = true
Noise Suppression = true
PhotonVoiceView
Has reference to the Recorder
autoCreateRecorderIfNotFound = false
In AvatarHead.Start() at runtime when PhotonInstantiated:
Recorder sampling rate = Sampling 8000
Recorder ReliableMode = true
ReactOnSystemChanges = true
(followed by call to recorderInUse.RestartRecording() )

The above settings provides us decent output with minimal echo on the Pico Neo 2. However we still seem to get an echo when we first speak which settles down after a few seconds.
Any other settings resulted in a great deal of echo back of our own voice or breaking up of the sound.
Can someone compare this to the settings use by other apps using Photon on Pico Neo 2 or similar devices? Are there other suggestion for improving sound quality while avoiding echo back?

echo with android devices

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Hi,
We are developing application with photon voice. It's working well with headphones, but without headphones It is giving echo repeatedly.
when I test in Sony Xperia with android 10 and asus with android 8 without headphone, It is giving echo repeatedly. But in other android devices with android 10 it's working well. I don't know what the problems were happen with these android devices? or I missed some setting?
In IOS devices, it's working fine

- microphone type : photon (have tried WebRtc when got echo but the result was the same)
- updated to latest Photon Voice 2 version.
- Unity Version - 2019.3.6f1
Please Help me.
Thanks

Ouclus quest running slow while using Photon voice

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I'm using photon voice in a game that made with unity. It works well in PC, but on Oculus quest ,It runs slowly. I check the profile in unity, and find out it was caused by "VoiceConnection.LateUpdate() [Photon Voice]: SendOutgoingCommands". Does anybody know the solution to the problem?

Photon Voice 2 only working on local network

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Hello,

I am trying to finish up a VR project (Quest) that uses PUN2 and Photon Voice 2.

The voice chat was working fine, but now it just does not work. Doing a test on 2 computers on the same wifi network, the voice seems to transmit as intended. But, when testing with my team mate in a different city, we do not hear each other.

The prior version of this project, which we shipped to the client, was working as intended. We each have this old version on our Quest devices, and haven't changed it since we shipped it off. We tried running the old version to see if voice was still working, and we are no longer able to hear each other.

Please advise - this is the only thing keeping this project from being finished.

Thank you, and I will reply with results from any tests.

[ANDRIOD] Can we change speaker to internal android speaker when calling

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Hi,
I am developing application with photon voice. I have a question. Can we change speaker to internal android speaker when calling ?
Thank you.

WebRTC vs Unity vs Photon Microphones

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Hi, I'm a bit confused with all of the microphone type choices. I'm looking for the best quality for Mac/PC builds only. So as I understand it I should set it to Photon mic, but then what do I do with WebRTC? It seems that if I turn on webRTC noice cancellation/echo cancellation I get a message saying that I shouldn't have that on and use Photon Mic.. I can't find any documentation about the webRTC component and how it should be used. Any clarification that could be offered about these would help greatly :)

Tutorial for voice in Pun2

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I am new to photon. I have learned how to use pun but now wondering how to integrate voice for pun2 in unity.

Change microphone device using script

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Recorder.UnityMicrophoneDevice. .......please help how to change microphone device using script at runtime with Recorder.UnityMicrophoneDevice....... I am not able to write a code....

photon voice stop working after application pause

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I used photon voice 2.15, and I found out after press home button(iOS), the voice stops working, seems it is unlink.
Does anyone have some ideas how to prevent this issue? I also think about to rejoin the photon voice, but did not find a proper solution. rejoin the PUN server solves, however won't fit to my need, just would like to restart or rejoin the voice, specifically the previous photon voice room..
If anyone has an idea, just leave here a message, thanks a lot.

Error on Import of Latest Version

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Hello, upon importing the latest version of Photon Voice I get these two error:
Assets\Photon\PhotonVoice\PhotonVoiceApi\Core\AudioStreamPlayer.cs(24,50): error CS0246: The type or namespace name 'ISyncAudioOut<>' could not be found (are you missing a using directive or an assembly reference?)
Assets\Photon\PhotonVoice\PhotonVoiceApi\Core\AudioStreamPlayer.cs(20,17): error CS0246: The type or namespace name 'ISyncAudioOut<>' could not be found (are you missing a using directive or an assembly reference?)

LoadBalancingTransport.SendFrame is not being called in a build

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Hi,

I put a Debug.Log inside of LoadBalancingTransport.SendFrame. It outputs fine in the Unity Editor, but it never outputs in a built version of my project. I've confirmed that I can actually transmit audio to another client though, in both the Unity Editor and a build.

What might be causing this? I need to be able to call a function whenever I'm transmitting audio.

Thanks.

I just started to run the demo test. Please tell me how to solve this error. Thank you!

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Failed to get record driver caps. result=60 (Error initializing output device. ) UnityEngine.Microphone:GetDeviceCaps(String, Int32&, Int32&) MicWrapper:.ctor(String, Int32) (at Assets/Plugins/PhotonVoiceApi/Platforms/Unity/MicWrapper.cs:20) PhotonVoiceRecorder:createLocalVoiceAudioAndSource() (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:264) c__Iterator0:MoveNext() (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:194) UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Photon Voice Pun 2 with Oculus Quest [microphone failed]

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Hi
Can't get this to work with PUN2
The remoteplayer can hear me but I can't hear remoteplayer.
I get this error:
Starting microphone failed: "Error initializing output device. " (60)
UnityEngine.Microphone:Start(String, Boolean, Int32, Int32)

What to do, thanks.
Best regards


PhotonVoice one to one chat or group voice chat

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Hello Everyone,

we are working on Photon voice global group all user interactions with one another working fine in default group 0.

We want to implement voice chat in zone vise when the user is in specific are than he/she can listen or transmit audio to that group only.

We only transmit to voice on that group only,

we using below code,
we use the personal recorder.

We use two static groups for testing
private void OnTriggerEnter(Collider other)
    {
       // TO LISTEN
       PhotonVoiceNetwork.Instance.Client.OpChangeGroups(new byte[]{0}, new byte[1]{2});
       // TO TALK
       photonVoiceView.RecorderInUse.InterestGroup = 2;
    }
    private void OnTriggerExit(Collider other)
    {
        PhotonVoiceNetwork.Instance.Client.OpChangeGroups(new byte[0], new byte[1]{1});
        photonVoiceView.RecorderInUse.InterestGroup = 0;
    }
It is very helpful to us if any feedback is provided.

Any Other settings are required or whatever thing help regarding this,

Photon Voice 2

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I played the demo project of Voice chat 2 but i am getting 4 errors even in the demo project.What should i do??
I have made a multiplayer game using photon pun 2 and i wanna integrate voice chat in my game.

Photon Microphone support for Oculus Quest

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I have built the Photon 'DemoVoicePUN-scene' demo for Voice 2 in Unity and added support for Oculus Quest. I managed to get it working well using the 'Unity Microphone' setting but noticed that the audio quality - although very good, is not quite matching the Oculus Party chat quality (I increased it 48KHz + 45Kmb/s too). I assumed that this might be something to do with the noise cancelation and so tried to enable the Photon Mic option instead of the Unity mic, but then I get no audio at all. Does the Photon Mic support Quest? Is it likely to improve the voice quality, or should I be looking at other mechanisms?

Photon Voice native exception

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Hi, Our app uses Photon Voice v2.16.1 (Photon mic type). In it's Unity dashboard we ran into an exception : Native Crash - Unknown Function. Stacktrace does not reveal much other than pointing to libunity.so but the logs had the following:

[VoiceScripts.Recorder] [PV] UnityAndroidAudioInAEC: UnityEngine.AndroidJavaException: java.lang.UnsupportedOperationException: Cannot create AudioRecord at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in <00000000000000000000000000000000>:0 


[VoiceScripts.Recorder] Photon microphone input source creation failure: UnityEngine.AndroidJavaException: java.lang.UnsupportedOperationException: Cannot create AudioRecord at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in <00000000000000000

[VoiceScripts.Recorder] Local input source setup and voice stream creation failed. No recording or transmission will be happening. See previous error log messages for more details.

FYI, Our app asks the audio permission just before the voice chat feature is used. The affected device runs on Android OS 6.0. Any help on this would be appreciated

Low framerate on iOS (< 20fps) results in talking through a potato chip bag?

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We are trying drastically to improve our FPS on iOS but after the phones start to throttle themselves, the voice quality gets quite bad. on older devices (iphone 6s, iphone 8) the audio sounds like someone is rubbing a potato chip bag against the speaker the whole time.

We have tried to make improvements by changing the settings of the voice, we think we have found the best settings, but they are not good enough to use:

Recorder
Mic Type = Photon
No DSP Script
Bitrate 15000
Sampling Rate 16kz
Frame Duration 40ms
Unreliable Mode

are there any other tricks to this? Has anyone else experienced this with iOS and found a better solution?

pun 2.15
voice 2.17.1
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