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the sound is far away in photon use mobile android

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hello
this is mohamed fayed
i am soory i dont speak english very good
and i use googe translation

my problem is : : when i use the the photon voice
when i try at my computer ( the sound very good )
when i user at my mobile android (the sound is far away )
why ?
thank you

Random Voice Drop for the day

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Hi,

Yesterday I experienced a very strange phenomenon regarding PhotonVoice with a Unity Build, using PhotonUnityNetworking and PhotonVoice for Oculus quest and Oculus Rift.

For this project we have 4 VR sets, 2 in Asia and 2 in Europe. Until now we have been able to communicate seamlessly unless there is a congested network, where some crackling appears for the voice of the user with the congested network.

Last Monday (27.07.2020) we run a test using one build and everything worked fine. Yesterday (30.07.2020) we used the same .exe to run another test and the voice suddenly did not work, both sets in Asia could speak and hear each other. Both sets in Europe could hear the VR Sets in Asia, but they could not hear each other and also, the sets in Asia could not hear the sets in Europe.

We tried another demo built on the spot and it did also not work and the 2 VR sets in Europe were connected to 3 different PCs to discard output device malfunctions.
We could not find anything on Unity's log files either.
After considering and discarding Driver Updates, Windows Updates, Oculus updates I went home for the day.

Today both demos work as expected.

Could it be that the european server dropped around noon (GMT +01:00) time?

I am just trying to understand what happened.
Thanks and best regards

Catalina 10.15.6 PUN Permissions

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Hi Everyone !

I have some problem when I build for MacOS 10.15.6 with Unity2019.3.15f1 and PUN 2.18.3:
Microphone doesn't work.
When I launch the .app produced by Unity after build, I can't hear any sound from my microphone.

Here is what I saw :
  • I tested with the demo contained into PhotonVoice/Demos/DemoVoicePun.
  • I tested with Unity Type and Microphone type with the same results.
  • Microphone is well detected in Editor and Build.
  • Microphone works in Editor Mode.
  • I tried to sign the app without better results
  • It works on Windows 10 in Editor and Build.

When I launch the build, MacOS does not prompt me the Microphone permission popup. Unity does it.
I tried to use this unity method :
yield return Application.RequestUserAuthorization(UserAuthorization.Microphone);
        if (Application.HasUserAuthorization(UserAuthorization.Microphone))
        {
            Debug.Log("Microphone found");
        }
        else
        {
            Debug.Log("Microphone not found");
        }
The permission prompt is not displayed but I see the log "Microphone found" in build logs.
Thanks in advance for your help.
Colin.


Photon Voice

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I am using the latest version of Photon voice2(v2.19.1 (August 5th, 2020)) plugin.

I tried "DemoVoicePun-Scene".Voice is not coming. I tested in android and stand-alone.

I followed the below step to resolve the issue.
1. use Photon microphone type
2. add WebRtcAudioDsp component next to the Recorder component (at compile time or at runtime before recorder is started) being used and enable "AGC" (Automatic Gain Control)
3. add MicAmplifier component next to the Recorder component (at compile time or at runtime before recorder is started) being used and tweak its values.

But still sound is not coming.
Kindly provide a working demo with pun and voice.
It's urgent, I have to deliver it to my client.

Missing Flush() method implementation in PS4 audio plugin

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Hello,

We have recently upgraded to PUN2 and Photon Voice 2.
I have downloaded the Voice PS4 Plugin from the website. After following instructions in the readme.txt, it appears that compilation fails with the following error :
Photon\PhotonVoice\PhotonVoiceApi\Platforms\PS4\PS4AudioOut.cs(9,32): error CS0535: 'PS4AudioOut' does not implement interface member 'IAudioOut<float>.Flush()'

Photon Voice is v2.19.1
PUN is v2.20.2

Am I missing something?

Regards,
Christophe

Audio coming out of headset after a phone call?

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Photon Voice 2.16.1

Input Mic
Type Photon
iOS Audio Session Parameters
Use Custom
Play and Record
Voice chat
Categories: 2
Default to Speaker
Allow Bluetooth

The Issue:
1. Audio outputs to speaker
2. Receive call
3. Audio outputs to headset


iOSAudioForceToSpeaker Component added to same GameObject that has the Recorder Component



Photon does a poor job of getting the microphone back if it taken from an external source (see SIRI when notification window is pulled down) so we do a manual check that looks like this
if (RecorderResetTimer.ElapsedMilliseconds > 5000 && bRetryRecorder == false && recorder.TransmitEnabled == true && recorder.IsCurrentlyTransmitting == false &&
PhotonNetwork.NetworkClientState == ClientState.Joined && voiceConnection.ClientState == ClientState.Joined)

then we reset the recorder data
recorder.UserData = UnityEngine.Random.Range(1, 10000000);
so that we can call
recorder.RestartRecording();


I hate this code, but without the microphone can stop working


So - How do we get it so that the audio STOPS getting changed to being routed to the headset?

Photon Voice 2.20 - error with iOS

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Hi, we upgraded to version 2.20 and we're getting errors when compiling on iOS. Any thoughts on how to resolve this?

Here's the log:


45: ▸     error = AudioSessionSetProperty(kAudioSessionProperty_OverrideAudioRoute,
46: ▸ ⚠;️  /BUILD_PATH/xxxxxxxx/temp20200820-7051-5lz6bx/Libraries/Dependencies/Photon/PhotonVoice/PhotonVoiceLibs/iOS/Photon/ForceToSpeaker.m:30:22: 'AudioSessionGetProperty' is deprecated: first deprecated in iOS 7.0 - no longer supported [-Wdeprecated-declarations]
47: ▸     OSStatus error = AudioSessionGetProperty(kAudioSessionProperty_AudioRoute, &routeSize, &route);
48: ▸ ❌;  ld: bitcode bundle could not be generated because '/BUILD_PATH/xxxxxxxx/temp20200820-7051-5lz6bx/Libraries/Dependencies/Photon/PhotonVoice/PhotonVoiceLibs/iOS/libwebrtc-audio.a(wrapper.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64
49: ▸ ❌;  clang: error: linker command failed with exit code 1 (use -v to see invocation)

UnityMicrophone error - missing ';' but code looks ok

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Hi - I'm building for WebGL in Unity 2019.4.7f1 using the latest PhotonVoice. The following error appears in console:
Assets\Photon\PhotonVoice\PhotonVoiceApi\Platforms\Unity\UnityMicrophone.cs(57,25): error CS1002: ; expected

However the code for this class looks ok in Visual Studio. Anyone else seeing this?

The type or namespace name 'SocketUdpNativeDynamic' could not be found?

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Just imported the latest version of photon voice and i get this while building for android.
Assets\Photon Unity Networking\PhotonChatApi\ChatPeer.cs(56,82): error CS0246: The type or namespace name 'SocketUdpNativeDynamic' could not be found (are you missing a using directive or an assembly reference?)

Voice

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Hi,

Is it possible to have more than once voice per server with the self hosted option?

Thanks

Unity WebGL support?

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Hi,
I've implemented a basic voice chat using my own solution inside photon for WebGL platform. I'just get the mic from the browser using jslib code and ended with a simple solution to sending compressed byte[] arrays to other users users using [RPC] and it just works (with no eco cancelation or noise supression).

I want to ask if you guys are planning on supporting WebGl. Now it's fairly simple to get a micrpphone.jslib funcionality to get the microphone from the browser and Unity 2019 has multithreating so I don't see any problem to implement it. I tried to make it work adapting the UnityMicrophone script to wrap my microphone (now that it has a platform dependent compilation), but it does not work ;(

Error on Android build - Unknown CPU architecture

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Hello all - I'm really hoping someone can help out. I am running PUN2 and PhotonVoice (as well as chat). We are building with Unity V 2019.4.0f1. Not the latest, but only a couple of months old. Preferences/external tools Android check boxes are all set. Build settings (android) are run device (All compatible), dev build and script debug.

We are getting the following error:
Exception: Unknown CPU architecture for library D:/.../Assets/Photon/PhotonVoice/PhotonVoiceLibs/iOS/libyuv.a
UnityEditor.Android.PostProcessor.Tasks.NativePlugins.ProcessPlugin (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String pluginPath, System.String pluginTargetCPU) (at <3167064085404657b0d6c498207da025>:0)
UnityEditor.Android.PostProcessor.Tasks.NativePlugins.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <3167064085404657b0d6c498207da025>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <3167064085404657b0d6c498207da025>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <3167064085404657b0d6c498207da025>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <3167064085404657b0d6c498207da025>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

If anyone has any idea what to do, please help. I have searched the web and can't really find anything point on, especially in the last year. Thank you ahead of time for helping.

Photon Voice does not work for me and reverting to older builds doesn't fix it

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I've been working on a Unity project for the Oculus Quest for several months now with Photon Voice working like a charm, that is until about 2 weeks ago when I decided to update the plugin, and it hasn't worked since. No audio can be heard, and there wasn't any breaking changes in the update that I'm aware of, (i.e. method name changes.)

The weirdest part is that I went back to many different older builds, from before I had updated the plugin, and now they don't even work. I don't know how that would even be possible. Has anyone else experienced these issues? For weeks I was thinking it had to be my code, but that was until I tried the older builds and they didn't work either. Perhaps it's just the two Oculus Quest devices, but it doesn't appear to be.

Photon voice does not work when the application is first installed

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hi, why does photon voice not work when the application is first installed?
When it is first installed it will ask for microphone permission from the user, then when the user allows it still doesn't work, until the application exits and reopens the application everything goes normally ... thanks in advance

Interest Groups Frustration - Operation ChangeGroups (248) Errors | OpChangeGroups(Byte[], Byte[])

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Greetings,

I've been hacking at the Photon Interest Groups and Voice implementation for quite some time with constant failures. I did a search on this forum and looked through many messages to try and answer my own question (and general google search). I consider myself technical savvy and advanced (Microsoft certified C# .Net developer) but am not yet SME in Unity/Photon so I would appreciate your serious and specific guided help in answers.

The implementation example/errors is where the first and only logged in user is MasterClient (yes, I am working with multiple players, but this example is for 1 logged in player). After logging in to a room I wait awhile, about 20 or so seconds before attempting to change the Interest Groups. I am also logging to the screen proof that my client PhotonVoiceNetwork.Instance.Client.InRoom? is true. So the test works like this: I (only one player) try to change my Interest Groups in Photon and Voice. I print some Debug information about what my code was doing. I encounter either 1 of these errors but not both:

Error #1

Operation ChangeGroups (248) not allowed on current server (MasterServer)
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2382)
Photon.Realtime.LoadBalancingClient:CheckIfOpCanBeSent(Byte, ServerConnection, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2305)
Photon.Realtime.LoadBalancingClient:OpChangeGroups(Byte[], Byte[]) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2047)
PlayerInterestGroup:SetInterestGroup(GameObject, Byte, Boolean) (at ....


Error #2

Operation ChangeGroups (248) not called because client is not connected or not ready yet, client state: ConnectingToGameServer
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2382)
Photon.Realtime.LoadBalancingClient:CheckIfOpCanBeSent(Byte, ServerConnection, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2313)
Photon.Realtime.LoadBalancingClient:OpChangeGroups(Byte[], Byte[]) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2047)
PlayerInterestGroup:SetInterestGroup(GameObject, Byte, Boolean) (at


Given that I have proven via the log that PhotonVoiceNetwork.Instance.Client.InRoom? is true , what other conditions, scenarios, etc.. would potentially cause these errors on 1 player attempting to run a Photon.Realtime.LoadBalancingClient:OpChangeGroups(Byte[], Byte[]) command?

Thank you and have a wonderful day,

-Kathleen

Error on disconnect

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Hi, I'm making a mobile game that allows you to continue in single player mode if a multiplayer game ends prematurely. However, if internet connectivity is lost, I get an endless stream of errors from PhotonVoiceNetwork which affects performance. I'm currently solving it with:
public override void OnDisconnected(DisconnectCause cause)
{
	if (Photon.Voice.PUN.PhotonVoiceNetwork.Instance != null)
		DestroyImmediate(Photon.Voice.PUN.PhotonVoiceNetwork.Instance.gameObject);
}
But I'm curious if that causes issues if someone's connection flickers, or if there's a way Voice can handle this error a little more gracefully? Here's the full error:
DNS.GetHostEntry() failed for: ns.exitgames.com. Exception: System.Net.Sockets.SocketException (0x80004005): Could not resolve host 'ns.exitgames.com'
  at System.Net.Dns.Error_11001 (System.String hostName) [0x00015] in <14e3453b740b4bd690e8d4e5a013a715>:0 
  at System.Net.Dns.GetHostByName (System.String hostName) [0x00021] in <14e3453b740b4bd690e8d4e5a013a715>:0 
  at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x00052] in <14e3453b740b4bd690e8d4e5a013a715>:0 
  at ExitGames.Client.Photon.IPhotonSocket.GetIpAddresses (System.String hostname) [0x00023] in D:\Dev\Work\photon-dotnet-sdk\PhotonDotNet\IPhotonSocket.cs:299 
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2304)
ExitGames.Client.Photon.<>c__DisplayClass108_0:<EnqueueDebugReturn>b__0() (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/PeerBase.cs:899)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/EnetPeer.cs:434)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/PhotonPeer.cs:1771)
Photon.Voice.Unity.VoiceConnection:Dispatch() (at Assets/Photon/PhotonVoice/Code/VoiceConnection.cs:398)
Photon.Voice.Unity.VoiceConnection:FixedUpdate() (at Assets/Photon/PhotonVoice/Code/VoiceConnection.cs:381)

Voice Chat - Can't receive sound on some devices (Unity)

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We've tested "DemoVoiceUI" sample scene into our available devices, In some of our available devices, Sometimes sample fails to receive incoming sound.

Proper way to upgrade Unity Voice plugin

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I've run into a bug I see is fixed in one of the recent updates, but having issues updating the plugin through the asset store. Voice 2.18 -> 2.20

Import fails because DLL is in use inside of Unity, GUID's don't match, etc. Is there a *proper* way to update to the newest version of the plugin? It also looks like I started with PUN, and then added voice later which could be part of the issue.

Voice issue

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Hi Team,
I am facing a problem while using a photon voice some time one player is not able to hear another player but the other player is able to hear.
while debugging I came to know that SimpleSpeakerFactory method is not getting called this method belongs to VoiceConnection class.

I did cross-check
1.use Photon microphone type
2.add WebRtcAudioDsp component next to the Recorder component (at compile time or at runtime before recorder is
started) being used and enable "AGC" (Automatic Gain Control)
3.add MicAmplifier component next to the Recorder component (at compile time or at runtime before the recorder is started) being used and tweak its values.
4. same Region
5.Room name

Please help me out to resolve voice issues. I have purchased 100CCU plan .Need to deliver the Application to the client on time.

Cannot hear voice in the editor neither see created speaker i the hierarchy. However works on device

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Currently added photon voice V2 chat along with UNET. Using also OVR plugin because using "Oculus GO" . My setup is that i have Voice connection, Recorder and ConnectAndJoin on a separate Game Object. Voice seems to connect just fine on our Oculus GO device. However when hosting from both editor and even standalone build voice seems not to work on those. No errors seem to occur when running the application. I seems that it gives the same voice ID to both clients. Here are the inspector settings: https://drive.google.com/file/d/1eohou7RSeq72u1Vtj9s_XSV_tfaoBar1/view?usp=sharing I am connecting manually on player object Start function therefor AutoConnect and AutoTransmit are disabled. Previously tried them enabled did not work. If you need anything to know other that I've posted. I will provide everything below.
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