I will evaluate the price customers can offer.
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How many users can one photon voice server serve at one time?
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Room msg limit?
Hey there,
I'm wondering if Photon Voice also got a msg limit of 500 msg/room?
I'm asking because Photon Voice is definitely exceeding it for me easily. My game is rather complex and I managed to optimize Photon Network to stay way below 500 msg/room. But for Photon Voice I'm already using Threshold Detection (even higher values than recommended) and just having 4 players already exceeds 500 msg/room easily. Unlike Photon Network I got not too much options to optimize and I even would like to have 10 players.
What can I do or is Photon Voice not affected by a 500 msg/room limit and I'm fine?
I'm wondering if Photon Voice also got a msg limit of 500 msg/room?
I'm asking because Photon Voice is definitely exceeding it for me easily. My game is rather complex and I managed to optimize Photon Network to stay way below 500 msg/room. But for Photon Voice I'm already using Threshold Detection (even higher values than recommended) and just having 4 players already exceeds 500 msg/room easily. Unlike Photon Network I got not too much options to optimize and I even would like to have 10 players.
What can I do or is Photon Voice not affected by a 500 msg/room limit and I'm fine?
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Photon Voice ignores game version when joining a room
I'm using PUN and Photon Voice in Unity. If I initialize Photon with two separate game version strings and have two clients join the same room name, PUN will put them in isolated rooms as expected, but they'll join the same Voice room. Which means players in separate games can talk to each other. I never noticed this before. Not sure if it's a new bug or not.
Any ideas?
Max
Any ideas?
Max
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How to do OVRVoiceMod and Photon Voice
I am considering collaboration between OVR VoiceMod and Photon Voice.
(https://developer3.oculus.com/downloads/audio/1.0/Oculus_OVRVoiceMod_for_Unity_5/)
Tell other users the converted voice using OVR VoiceMod
Is there any good idea?
(https://developer3.oculus.com/downloads/audio/1.0/Oculus_OVRVoiceMod_for_Unity_5/)
Tell other users the converted voice using OVR VoiceMod
Is there any good idea?
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Importing Photon Chat to unity project with Photon realtime
i just recently imported the photon voice to my unity game which already had the photon realtime and i am getting this error
(i did not uncheck any of the import files, imported it with its default files).
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(41,58): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(48,46): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
(i did not uncheck any of the import files, imported it with its default files).
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(41,58): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(48,46): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
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Importing Photon Voice to unity project with Photon realtime
i just recently imported the photon voice to my unity game which already had the photon realtime and i am getting this error
(i did not uncheck any of the import files, imported it with its default files).
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(41,58): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(48,46): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
(i did not uncheck any of the import files, imported it with its default files).
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(41,58): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
Assets/Photon Unity Networking/Demos/DemoChangeOwner/DemoOwnershipGui.cs(48,46): error CS1061: Type `PhotonPlayer' does not contain a definition for `IsMasterClient' and no extension method `IsMasterClient' of type `PhotonPlayer' could be found (are you missing a using directive or an assembly reference?)
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How to use ChangeAudioGroups?
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.
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.
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How to improve voice quality in Photon Voice?
The following code does establish Photon Voice networking but the quality of voice is not good. Plus there is a lot of noise. How do I make sure that there is minimal noise? Furthermore how do I pause and unpause sending of voice to the other users?
using UnityEngine;
using System.Collections;
using Photon;
public class NetworkManager : Photon.PunBehaviour
{
private GameObject studymaterial;
void Start()
{
PhotonNetwork.ConnectUsingSettings("0.1");
PhotonNetwork.automaticallySyncScene = true;
PhotonVoiceNetwork.Connect();
PhotonNetwork.logLevel = PhotonLogLevel.Full;
studymaterial = null;
}
void OnGUI()
{
GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
}
public override void OnJoinedLobby()
{
RoomOptions roomOptions = new RoomOptions() { isVisible = true, maxPlayers = 18 };
PhotonNetwork.JoinOrCreateRoom("Class", roomOptions, TypedLobby.Default);
}
public override void OnJoinedRoom()
{
PhotonNetwork.Instantiate("User", new Vector3(0, 1, 0), Quaternion.identity, 0);
// studymaterial = PhotonNetwork.Instantiate("Heart3D", new Vector3(2, 1, 0), Quaternion.identity, 0);
}
}
using UnityEngine;
using System.Collections;
using Photon;
public class NetworkManager : Photon.PunBehaviour
{
private GameObject studymaterial;
void Start()
{
PhotonNetwork.ConnectUsingSettings("0.1");
PhotonNetwork.automaticallySyncScene = true;
PhotonVoiceNetwork.Connect();
PhotonNetwork.logLevel = PhotonLogLevel.Full;
studymaterial = null;
}
void OnGUI()
{
GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
}
public override void OnJoinedLobby()
{
RoomOptions roomOptions = new RoomOptions() { isVisible = true, maxPlayers = 18 };
PhotonNetwork.JoinOrCreateRoom("Class", roomOptions, TypedLobby.Default);
}
public override void OnJoinedRoom()
{
PhotonNetwork.Instantiate("User", new Vector3(0, 1, 0), Quaternion.identity, 0);
// studymaterial = PhotonNetwork.Instantiate("Heart3D", new Vector3(2, 1, 0), Quaternion.identity, 0);
}
}
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Team based Voice chat?
What would be the best way to go about having team based voice chat? For example, there are 2 teams, with x number of players on each team, and you can only hear your team and not the other team ?
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PUNVoice: Getting into game failed, client stays on masterserver Error?
Hi, I have added photon voice in unity and when I execute my project I get this error:
PUNVoice: Getting into game failed, client stays on masterserver: OperationResponse 226: ReturnCode: -1
My prefab is instantiated in OnJoinedRoom but I get this error and I don't know what is the problem.
PUNVoice: Getting into game failed, client stays on masterserver: OperationResponse 226: ReturnCode: -1
My prefab is instantiated in OnJoinedRoom but I get this error and I don't know what is the problem.
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Windows 10 Universal Deployment Error (Serialization Weaver)
Every time I try to deploy the Windows 10 Universal application via Visual Studio, it gives a SerializationWeaver Error.
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How do I pause and unpause of sending voice?
Please don't tell me check the demo scenes as it was difficult for me to understand things there itself.
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Do I need to add Photon Voice settings to each prefab that would be instantiated?
So do I need to add Photon Voice settings to each prefab that would be instantiated or just to a global gameobject and it will work alright?
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Photon Voice with OVRLipSync
I am struggling to make OVRLipSync (https://developer3.oculus.com/downloads/audio/1.0.1-beta/Oculus_OVRLipSync_for_Unity_5/) work with Photon Voice. The way OVRLipSync works is by reading the output of a Unity AudioSource and analysing it to understand which mouth movement a character should display. However when I tell it to read the audio source on which my PhotonVoiceSpeaker outputs the voice, it comes out empty. Any insights?
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How do I call a function in other clients whenever a new client joins the room?
Is there inbuilt feature for this in Photon?
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Making PhotonVoice work with Oculus Lip Sync
Hi! I posted already about this yesterday (http://forum.photonengine.com/discussion/9134/photon-voice-with-ovrlipsync) but got no reply.
I am struggling to make OVRLipSync (https://developer3.oculus.com/downloads/audio/1.0.1-beta/Oculus_OVRLipSync_for_Unity_5/) work with Photon Voice. OVRLipSync works perfectly when I use it on a AudioClip I play on an AudioSource but when the AudioSource plays voice transmitted via a PhotonVoiceSpeaker, it stops working. It seems to understand there is sound because the analysis of sound is triggered but it doesn't seem to make sense of the sound: the only output I get is the "silence" viseme (i.e. after analysis it deducts there is no sound...). It is impossible to understand what's happening on Oculus side because it's all in DLLs but does someone know if there is a way to resolve this on Photon's side?
Thank you!
I am struggling to make OVRLipSync (https://developer3.oculus.com/downloads/audio/1.0.1-beta/Oculus_OVRLipSync_for_Unity_5/) work with Photon Voice. OVRLipSync works perfectly when I use it on a AudioClip I play on an AudioSource but when the AudioSource plays voice transmitted via a PhotonVoiceSpeaker, it stops working. It seems to understand there is sound because the analysis of sound is triggered but it doesn't seem to make sense of the sound: the only output I get is the "silence" viseme (i.e. after analysis it deducts there is no sound...). It is impossible to understand what's happening on Oculus side because it's all in DLLs but does someone know if there is a way to resolve this on Photon's side?
Thank you!
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PUN Voice + UNET
Hi,
the Photon Voice info states 'Use it in conjunction with any multiplayer engine '.
Can you detail the limitations of this? Does Photon Voice require PUN as the 'glu' and thus both a PUN and Voice subscription plan? Or can the Voice service be provided without and placed on top of another core networking framework?
Having a quick look over the voice API, and knowing only a little about PUN itself, I don't see where the Voice client can be placed into rooms without having an existing PUN room. If this is possible can, a snippet or pointer to the right API calls will be most useful. Ideally i'd like to have the none-PUN host inform any new clients of which Voice room the servers using, allowing them to connect to it.
Thanks
the Photon Voice info states 'Use it in conjunction with any multiplayer engine '.
Can you detail the limitations of this? Does Photon Voice require PUN as the 'glu' and thus both a PUN and Voice subscription plan? Or can the Voice service be provided without and placed on top of another core networking framework?
Having a quick look over the voice API, and knowing only a little about PUN itself, I don't see where the Voice client can be placed into rooms without having an existing PUN room. If this is possible can, a snippet or pointer to the right API calls will be most useful. Ideally i'd like to have the none-PUN host inform any new clients of which Voice room the servers using, allowing them to connect to it.
Thanks
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Does Photon Voice support Voice Detection on iOS and Android?
I have built a VR app for iOS using Photon Voice for voice communication with Voice Detection feature checked but found IsTransmitting property is always True even I am not speaking. Anyone can help me to solve it?
Thanks.
Thanks.
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Send music and voice with Photon Voice at same time
I'm trying to add two photon voice recorder. One to play microphone to the other players and another to play a clip. My idea is that one of the players share his music at the same time i hear the voice of all the players in a room. Is it possible? How i must create the gameobjects to achieve this configuration?
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PhotonVoice eats more than 30% of my frame rate, how can I improve performance?
Hello,
I am having big performance issue with PhotonVoice as it eats away more than 30% of my frame rate, consistently. See Unity Profiler Screenshot: http://i.imgur.com/kcQKpdL.png
My setup is pretty minimal: only 2 clients in a room sending voice data to each others.
What would you recommend I do to improve performance? Any settings/code I could tweak?
Thank you!
I am having big performance issue with PhotonVoice as it eats away more than 30% of my frame rate, consistently. See Unity Profiler Screenshot: http://i.imgur.com/kcQKpdL.png
My setup is pretty minimal: only 2 clients in a room sending voice data to each others.
What would you recommend I do to improve performance? Any settings/code I could tweak?
Thank you!
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