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How to use ChangeAudioGroups?

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For reference, I already have photon voice working using push to talk. I want to be able to assign private chat groups though rather than everyone talking on the main channel when they push to talk. I was wondering is someone could help shed some light on the problem I am having with Photon Voice Audio groups? Specifically adding and removing them as done using:

PhotonVoiceNetwork.Client.ChangeAudioGroups(byte[] groupsToRemove, byte[] groupsToAdd);

I have read over this page many times https://doc.photonengine.com/en-us/voice/current/getting-started/voice-for-pun as well as going to the documentation for the Photon with the related process for the server https://doc-api.photonengine.com/en/dotnet/current/class_exit_games_1_1_client_1_1_photon_1_1_load_balancing_1_1_load_balancing_peer.html#a66df49fa5a87ca32a9fc9d616fe673f2

I have tried creating a byte array and used most every other reference I could find to assigning bytes in C# (using Unity). Either I am missing something or this is an area in which I need to improve my understanding. While I am not asking anyone to write my code for me, could someone please provide a working example (or more documentation) of how to implement adding and removing groups in photon voice?

Thank you in advance to anyone willing to help enlighten me on how to do this.

I got voice working but do not know how or why.

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Today was my first experience with Photon Voice. Downloaded pun + pun voice from assetstore.
Demo samples were working perfectly but doing my own empty scene (following by the documentation) i was unable to get voice to work.

Had a scene script with photon voice settings activated. Everything there was configured after the demo scene and was correct.
Then i instantiated photon gameobject at runtime with photonview and photon voice recorder attached. At this point that should be it. Reading further the documentation it went into the details of what some setting does. For my purpose it should work like the demo scene. But it did not.

So i went back to TestVoice-Scene and started perusing around. I created a new empty script and copied two lines from gui script.

PhotonNetwork.networkingPeer.TrafficStatsEnabled = true; PhotonVoiceNetwork.Client.loadBalancingPeer.TrafficStatsEnabled = true;

I added these lines to my start method and then added the script to my own level. After that my scene started to work and i could send voice messages across the network. When i disable this script then my voice will not work again. As far as i know then these two lines should not affect that? Or am i missing something? Could not find anything about useful about that in the documentation.

Error importing Photon Voice

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Anytime i try to import PV into my current project i just get these errors:
Assets/PUNVoice/Scripts/PhotonVoiceNetwork,cs (95,73): error CS0122: 'PhotonNetwork.networkingPeer' is inaccessible due to its protection level

and same with lines 96, 99, and 100. any help?

Photon voice proximity voice chat?

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Is it possible to have chat by distance? For example if im far enough away from another player, I wont be able to hear them. Also, is there an example or tutorial for press and hold down a button for chat?

Let the master choose which user can talk (Photon Voice + Unity)

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Hello everyone,

We are using Photon Voice for a Virtual Classroom Unity project. The room is full of student with one teacher. I would like the teacher to be able to select who can talk.

The teacher will be the master of the room if this is important.

Is that possible?

Thank you!

Baptiste

Does photon voice Hosted only in Photon Cloud?

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Can it hosted in a photon server(not in photon cloud)?

Is there any sample project / tutorial available for a class room app using PUN and Unity.?

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In this class room app. each student has a hololens and each lens is a separate computer with its own tcp/ip. But they all share the sane screen / space. So sharing of the same game object across multiple clients is required. If any body has a sample please provide the details.



Voice and UFPS Multieplayer.

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I have a question. Why isn't it available in the downloadable scene (from the scene with a list of rooms) , but if you start the game from it, it works? Prompt if not difficult.

How to use Photon voice for universal windows platform(Win 10) in unity 5.4.0f3?

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i am developing multiplayer chat app for microsoft hololens. i am getting thisError
""D:\Microsoft\Hololens_Projects\PhotonVoice\App\Unity\Tools\SerializationWeaver\SerializationWeaver.exe" "D:\Microsoft\Hololens_Projects\PhotonVoice\UWP\Assembly-CSharp\bin\x86\Release\Unprocessed\Assembly-CSharp.dll" -pdb -verbose -unity-engine="D:\Microsoft\Hololens_Projects\PhotonVoice\App\PhotonVoice\Unprocessed\UnityEngine.dll" -unity-networking="D:\Microsoft\Hololens_Projects\PhotonVoice\App\PhotonVoice\Unprocessed\UnityEngine.Networking.dll" "D:\Microsoft\Hololens_Projects\PhotonVoice\UWP\Assembly-CSharp\obj\x86\Release\x86\Release"" exited with code 1. Assembly-CSharp D:\Microsoft\Hololens_Projects\PhotonVoice\UWP\Assembly-CSharp\Assembly-CSharp.csproj 182

Error CS0006 Metadata file 'D:\Microsoft\Hololens_Projects\PhotonVoice\UWP\Assembly-CSharp\bin\x86\Release\Assembly-CSharp.dll' could not be found PhotonVoice D:\Microsoft\Hololens_Projects\PhotonVoice\App\PhotonVoice\CSC 1 Active


while deploying to hololens.

Performance and memory allocations

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I know this may be a lot to ask, but is it possible for you guys to make some performance and memory improvements in Photon Voice? Right now, it appears *everything* happens on the main thread and memory is allocated every time voice data is encoded/decoded.

First, I would ask that you *please* use some buffer pools rather than allocating memory since that can lead to some spikes every time someone speaks. I was going to add this myself, but I wasn't 100% sure if the sendFrame immediately uses the buffer (or copies it, or serializes it), or if it is queued to go out on another frame. If it is immediate, then I can acquire a buffer, send the frame and then release the buffer. If it goes out "later", then it gets more complicated.

Second, would it be possible to move the encode/decode calls from the Opus wrapper to a background thread? I know this introduces some added complexity, but since this is happening on the main thread, it can eat up ~9ms everytime voice data needs to encode. For most people, that may not seem like a big deal, but we're working on a VR app and need to maintain at least 90fps.

All of these little spikes and wasted ms add up and these improvements would help significantly. I can probably make these changes myself, but it will make future integrations more of a pain.

Thanks!
Mike

Maximum number of private chat groups

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Since the data type of the audio group is `byte`, I expect the maximum number of private chat groups is 23. In our game, we have a lobby which will have more than 23 players, how can I add more groups without creating a new voice room ? What we want to do is allowing private chat while still listening to the global group.

EDIT: We've changed the design, now players can only be involved in one chat at any time, so the maximum number of private chat group does not matter any more.

Photon Voice Error

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Hi again, we have got Photon Voice working, however when we are playing multiplayer, and the remote player attemps to make a sound other than voice, such as a gun shot, the sound glitches and we get this error. Once we uncheck Photon Voice speaker on the remote player, the error does not occur. Any ideas?

/Users/builduser/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(367) : Error executing result (An invalid seek position was passed to this function. )
UnityEngine.AudioSource:set_timeSamples(Int32)
PhotonVoiceSpeaker:set_playSamplePos(Int32) (at Assets/PUNVoice/Scripts/PhotonVoiceSpeaker.cs:28)
PhotonVoiceSpeaker:Update() (at Assets/PUNVoice/Scripts/PhotonVoiceSpeaker.cs:157)

https://readymag.com/u98305875/Gemini2/

Voice freezing after some seconds

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Hey,

I'm using Photon Voice and everything works great but I'm experiencing an issue that people start to talk and everything is fine and then it just stops and will continue after some seconds again. The server is based in the EU but the guys I was trying this are based in the US. Is this caused by network lags? Should I decrease Bitrate, Sample Rate or what can I do about it? I really think it is annoying and should not happen at all.

Looking forward for some information what I could do about this :)

Other audio source disabled when I plug headphones on iOS

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Hi,

When I have a stream video using EasyMovieTexture on iOS, the audio stream stops working when I plug headphones. This doesn't happen if I don't use photon voice.

I have an easy way for you to reproduce this issue:
1. Create a new unity project (I use the latest version)
2. Add Photon Voice
4. Add EasyMovieTexture.
5. Add a plane with a video somewhere in the scene. I'm using http://devimages.apple.com/iphone/samples/bipbop/bipbopall.m3u8
6. Run it on iOS.

Plugging and unplugging headphones mutes and unmutes the video stream.

Do you know why this is happening and how can I fix it?

Thank you

Photon Voice not working in my version of Pun-Basic tutorial scene

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Fairly new to Photon but have got a multiplayer app working well, including photon chat. I've tried the photon Voice demo and that works for me too.

However when I tried to add Photon Voice to my existing app it won't work. My app is based on the Basic Tutorial project, with a Launch scene which then opens a Room in a different scene (in my case it's always the same scene, I'm not using different scenes depending on the number of players)

I've placed a copy of the Voice gameObject (with PushToTalk and PhotonVoiceSettings scripts attached) as well as the Push to talk button into my scene. But no audio comes out. The console displays an error:
PUNVoice: Attempt to create multiple instances of PhotonVoiceSettings
after the PUN Room is loaded but before the player is instantiated:


I then tried using the GUI debugging script from the TestVoice scene (I removed ConnectAndJoinRandom and OnJoinedInstantiate as this is already being taken care of in my scene.
Same error but I'm getting a little bit more feedback from the GUI:

After clicking 'Connect' in the Photon Voice section of the GUI I get an additional Warning in the console:
PUN Voice: Got an unexpected Disconnect in Load Balancing Client
After having had a look at other posts in the forum, I'm wondering whether the problem is to do with the timing of the instantiation of the Photon Voice singleton? Do I need to delay the voice functionality until after my player is instantiated?

If so, how would I go about it?

Any help much appreciated!

SDK in C++, Java, Objective-C

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It seems Photon Voice is supported ONLY on Unity3D.
Would it be possible to implement Photon Voice into other engines/apps for Windows/Android/iOS? If then, could you share the link to get the SDK? Thanks.

Photon Voice - Serialization Weaver - Unity Voice Frontend Build Error

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So I added Photon Voice to my Unity app for Windows 10, but I am getting an error when I build from Visual Studio .
System.Exception: Exception while processing UnityVoiceFrontend UnityVoiceFrontend PhotonVoiceNetwork::client, error Failed to resolve assembly: 'Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
at Unity.Serialization.Weaver.MethodEmitterBase.WillUnitySerialize(FieldDefinition fieldDefinition)
at Unity.Serialization.Weaver.SerializeMethodEmitterBase.ShouldProcess(FieldDefinition fieldDefinition)
at System.Linq.Enumerable.<>c__DisplayClass6_0`1.<CombinePredicates>b__0(TSource x)
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at Unity.Serialization.Weaver.MethodEmitterBase.EmitMethodBody()
at Unity.Serialization.Weaver.MethodEmitterBase.CreateMethodDef(String methodName)
at Unity.Serialization.Weaver.SerializeMethodEmitter.SerializeMethodDefinitionFor(TypeDefinition typeDef, SerializationBridgeProvider serializationBridgeProvider)
at Unity.Serialization.Weaver.SerializationWeaver.AddSerializeMethod()
at Unity.Serialization.Weaver.SerializationWeaver.Weave()
at usw.Weaver.WeaveAssembly(String assemblyPath, AssemblyDefinition unityEngineAssemblyDefinition, ReaderParameters readerParameters)
at usw.Weaver.Weave()
at usw.Program.RunProgram(ConversionOptions options)
at usw.Program.Main(String[] args)

Did I do something wrong or leave something out of setup?

Demo of android platform has many noise.Others has no noise.

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Why? How to clean the noise of android of photon voice demo.

Error in PhotonHandler

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I'm using photon voice in a Unity Xaml Windows 10 app and I get this error when PhotonHandler.StartFallbackSendAckThread(); executes
{"Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)":"System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"}
at PhotonHandler.StartFallbackSendAckThread()
at PhotonHandler.Awake()
at PhotonHandler.$Invoke0Awake(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

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