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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.

Salsa and the PUN Voice Demo

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I got salsa lip sync working with Photon partially. The lip sync works with remote clients, but not the local machine. This makes sense because the local client does not get its own audio - I am thinking to avoid delay echo effects.

On the remote clients, the Audio Source has as the audio clip "AudioStreamPlayer" - but locally it has "None (Audio Clip)"

My thinking was to add a microphone component to the local client (salsa provides one), to drive lip sync. This works, however not with the PhotonVoiceSpeaker script together.

I thought if I could deactivate the PhontVoiceSpeaker script on the local client, everything would be good. Locally the lip sync would be driven by the SALSA mic input, and on remote clients, it would be driven by the AudioStreamPlayer in the AudioSource.

My idea was to add "if(!IsPlaying)" code to the PhontVoiceSpeaker script :
if(!IsPlaying)
        this.player = new AudioStreamPlayer(GetComponent<AudioSource>(), "PUNVoice: PhotonVoiceSpeaker:", 

It seemed to work in the editor, but when I published the game to test multiplayer, no go.

Any insight is much appreciated.

How to initialize Recorder ? Photon Voice

Debug Echo in infinite loop

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I copied the structure of the demo scene DemoVoicePun but i run into a weird behaviour: I enabled Debug echo and after connecting to the server i can speak for like 1 second. This second repeats in an infinite loop. There are no error messages. I am using Unity 2019.4.10f1. The DemoVoicePun scene works for me.

Do you have any ideas? Thank you.

Photon Voice For ARM64?

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Hello,
I hope this is the proper place to query on this matter.

I'm using Photon Voice with HoloLens 2 and it is working great.
Currently, though, I cant build for ARM64 since the opus binaries are only compiled for ARM.

Any chance to get binaries for ARM64?
Thanks in advance.

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?

Voice Turning On and Off

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Hey! We are having an issue with Photon Voice 2.

Essentially, our problem is that the voice will turn on for a second, and then turn off for a second. Voice has been working before, this is our first time encountering it. It makes voice completely unusable.

Has anyone ever has issues with this before, or something similar to this?

Really not sure how to debug this...

Thank you for your help!

- Sterling Long!

One of the clients in a room chat can't the other

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I'm building a scape room with 2 players and one needs to talk with the other through a voice chat. I'm currently using Photon Voice 2.

The problem occurs sporadically when the 2 players enter the room and only one of them seems to not be able to detect the remote voice stream from the other, so it doesn't create a remote speaker. As a result, just one of the players can be heard.

Does anyone have a similar problem? Am I doing Something wrong? There is no crash or error message.

Windows .net c++ support

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Looking at the web page on Photon3d Voice service, looks like its only supports Unity SDK? Is that correct?

We have our own engine and need to support Steam and Universal Windows Platform, is there a plugin?

Noticed PSN , XboxLive, Nintendo, which we we also need support.

We are looking to add Voip to our title and I was copnsidering Photon3d might be able to provide that solution.

Android Volume Controls Broken By Photon Voice

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Hi,

I am developing for Oculus Quest and have just updated to Photon Voice 2. If I use a voice recorder with the Photon microphone type, the hardware volume controls do not work.

I can use the Unity microphone type, but I thought this should be reported.

High Pitched Voices

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Hey,

For around the first minute of my game after switching scenes the player voices are all very high pitched and low quality sounding. This fixes itself after about a minute, is there anything I can do?

I am on the latest version of PUN2 and Photon Voice.

Recording indicator light remains always ON once the app goes background on iOS 14

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I am facing issue with recording indicator light which is newly intreduced security feature on iOS 14. The yellow light should go ON and OFF based on the recording status.

I am set recording flag of the voice connection to TRUE when the user Joins the room and setting it to FALSE when the user leaves the room.

In a normal case this works fine. But I am getting issue when the user puts the app on background and comes back to the game again. When the app is back ground this indicator goes OFF as the user is leaving the room. When the user comes back reconnects to the room and the recording starts again this light gets ON. Later it will be ON through out the game even if the user leaves the room and only goes OFF when the user quits the game

Not sure it needs be handled in different way. Anybody has come across such issue ?. Is there a fix for this ?

Voice2 API sound routing seems deficient

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I'd like to understand the use cases that the Voice2 API team were aiming to support with the groups and receiver target.
My use case does not seem to be supported, and I'm hoping that's just because I don't know what I'm doing.
My situation is that I have a group in one building, that can all hear each other in real life and so do not want to hear each other "echo" over a laggy voice connection. There is another group in another building that can all hear each other in real life and so do not want to hear each other "echo" in the headset either. All of group 1 wants to hear all of group 2 over the headset. All of group 2 wants to hear all of group 1 over the headset.
Is there a way to implement this using PUN Voice2?
Thanks.

iOS audio cutting out...

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I'm experiencing an issue where after connecting to voice on an iOS device, all of the audio within unity cuts out and doesn't come back (even after disconnecting from voice). Things that I've tried are:
  • Using both unity microphone and photon microphone
  • Adding the WebRtcAudioDsp component to the recorder game object
  • Adding the IOSAudioForceToSpeaker component to the recorder game object

I have tested on other platforms (windows and android) and haven't experienced any problems. This is only happening on device and not in editor. I'm using v2.21 on Unity 2019.4.10f1.

Thanks.

MAC build on MAC failing because of microphone class (works on windows build )

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We have developer on MAC & Windows. Windows build works find. MAC build doesn't even build. We are using Unity V 2020.1.04. We are using PHOTONs PUN2, CHAT and VOICE (updated in Sept). This is really killing our progress. It makes no sense to me, if anyone can help would be appreciated. I have no idea how to fulfill the ability to get the microphone class to work.(Microphone Class is used but Microphone Usage Description is Empty. App will not work on macOS 10.14) Error file is attached - sorry, can't figure out how to attach... and it won't let me attach picture either

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:

Error making a MacOS build - Plugin Collision

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Stack:
  • MacOS Catalina
  • Unity 2020.1.8f1
  • Pun 2 Free - 2.22
  • MacOS/Android/Windows plugins installed

I can produce an Android and a Windows build, but when I try to build for mac I get the following error:
Plugin 'libopus_egpv.so' is used from several locations:
 Assets/Photon/PhotonVoice/PhotonVoiceLibs/x86_64/libopus_egpv.so would be copied to <PluginPath>/libopus_egpv.so
 Assets/Photon/PhotonVoice/PhotonVoiceLibs/x86/libopus_egpv.so would be copied to <PluginPath>/libopus_egpv.so
Please fix plugin settings and try again.

How can I fix it?

Photon Voice not working in Hololens 2

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Problem: Could not transmit or receive voice communication via photon voice.
  • Photon Voice Version : 2.19.1
  • Unity Version : 2019.4.9f1

Debugging:
  • Tried the same setup which is working for other devices like quest and desktop.
  • Tried loading the default photon demo voice scene.
  • Tried both unity and photon microphone in mic settings.Mixed reality capabilities are set for internet client and microphone as well, application asks permission to use microphone but still nothing works.
  • When simulated from unity editor to hololens 2 via holographic emulation, voice works on hololens.
  • Debug echo is enabled and that does not work either.
  • Tried this in an empty project which has only photon voice with debug echo enabled and it did not work.

Different levels of communication with Photon Voice

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Hi! We are working with Photon to create a multiplayer experience with communication. We want to have different levels of communication with Photon Voice and 3D sound from Unity, so we have 3 different buttons :
-Turn microphone off --> Listen everyone but no one can listen to me
-Microphone for short distance -> Listen everyone but just people near me can listen to me
-Microphone for long distance -> Listen everyone and everyone can listen to me

What we are doing right now is sending RPCs’ when a button is clicked and changing the max distance of the AudioSource that is located in the prefab of the player but this is not working. Is there a way to do this and it is not necessary to do this with MaxDistance, we just thought that was easier. Thank you!
Code Screenshot --> https://drive.google.com/file/d/1pTNow4a69ideeYLNQ-08aoe0Ktys25Lx/view?usp=sharing

To use dlopen, you need to use Emscripten's linking support Issues With Photon and WebGL Unity

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Hi,
I have implement the Multiplayer Voice Communication application in WebGL Platform using Photon Voice2 and Voice Pro plugins.
I am implement the demo for following type, get the Microphone input using Voice Pro plugin and it's input passed to the multiplayer
using Photon Voice2 Recorder Input Source Type -> Audio Clip. this is working in my unity editor. it's connected into the photon and I have hear my voice.
but, I make the WebGL build and check into browser it's not working. I have face the error and that build is not load completed.
I have face the issue in following type,

This site says...
An error occurred running the Unity content on this page. See
your browser JavaScript console for more info. The error was.
abort("To use dlopen, you need to use Emscripten's linking
support, see https://github.com/kripken/emscripten/wiki/
Linking") at Error
at jsStackTrace
(VoiceMicCheck02.wasm.framewo
at stackTrace
(VoiceMicCheck02.wasm.framewo
at i.Module.onAbort (file:///C:/Users/nallamuthu.s/Unity/Build/
WebGL/Voice MicCheck02/8u ild/UnityLoad er.js:4:11 019)
at abort
(VoiceMicCheck02.wasm.framewo
at _dlopen
(VoiceMicCheck02.wasm.framewo rk.unitywe b:8: 179056)
at Module[dynCall_viiiiiii]
at invoke viiiiiii
(VoiceMicCheck02.wasm.framewo rk.unityvveb:8:384061)
a8ced561
at invoke vii
(VoiceMicCheck02.wasm.framework.unityweb:8:375247)
at (blob:null/7693312e-2131-454f-90da-
a8ced561
at invoke iiiii

Thanks in advanced.,
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