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Weird audio distortion in Photon

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Hey all,

We've been having some odd problems with photon voice since updating to the latest version from an older one. In some sessions, audio will have an odd 'stuttering' quality, like half the frames are getting dropped. I'm not talking about an occasional hitch, which is to be expected given network weather, but bad enough that the speaker can become unintelligible. It also happens over LAN, where bandwidth shouldn't be an issue, and can often be fixed by restarting the client.

Has anyone experienced anything like this? Any idea what might be up? We're using the HTC Vive microphone for audio capture, and it doesn't seem to be a hardware fault (the audio does not show up when recording audio directly).

Thanks for any help you can give!
-Andre

Sound heavily distorted with conferencing mic-speaker

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Hello everyone,
I have implemented PhotonVoice in my game. It works great, except one thing. Anytime I try to use ANY conferencing mic-speaker the sound gets heavily distorted. I tried several conferencing mic-speaks (Jabra, Plantronics) I also tried SoliCall software solution. It's always the same. It only happens with PhotonVoice sounds. Any other sounds in the game are just fine. The problem disappears if I use any other speaker than conferencing (jack, usb, bluetooth, hdmi are all fine).

I have tried this on two machines. One with Win7 (64b), second Win10 (64b). Drivers are up to date. It's the same problem everywhere.

I tried to mess around with bitrate, sampling rate,... it's always the same. May Opus codec cause this problem? Any idea on how to fix this would be much appreciated. I have already spend so many hours on this.

Thanks a lot

Photon Voice: InvalidCastException and Demo's don't work

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Hi Guys,
I'm trying to implement Photon Voice, but when i try to run the demo(with out push-to-talk) i get the following error message about 60 times a second:
InvalidCastException: Cannot cast from source type to destination type.
PhotonVoiceRecorder.get_voiceAudio () (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:16)
PhotonVoiceRecorder.get_VoiceDetectorCalibrating () (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:213)
ExitGames.Demos.DemoPunVoice.VoiceDemoUI.Update () (at Assets/PUNVoice/DemoVoice/Scripts/VoiceDemoUI.cs:315)

I tried the following fix but that didn't change anything since this was already in the implemented code
http://forum.photonengine.com/discussion/2081/pun-1-17-and-setlevelprefix#p9735

When i try to run the demo with Push-To-Talk i don't get a error, but i also can't get the voice communication to work. please help!

Very low audio levels for voice chat on system

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Hello,
So I am using photon voice chat in my application with Unity but there is a strange problem I am facing, The audio levels for voice chat are very low, we're not able to listen to conversation but the game audio works fine. I've done logging and I am receiving voice data from server but when they play its of no use. It happens mostly on laptops. Please help me out on this.

load balancing client error?

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Im trying to just simply import photon voice from the asset store and this is happening. I can import it cleanly on a new project but on an existing project i get this error. any insight to why this might be happening? im using unity 5.5.1f1

Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs(370,51): error CS0070: The event `ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient.OnOpResponseAction' can only appear on the left hand side of += or -= when used outside of the type `ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient'

PhotonVoice eats more than 30% of my frame rate, how can I improve performance?

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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!

Windows 10 Universal Deployment Error (Serialization Weaver)

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Every time I try to deploy the Windows 10 Universal application via Visual Studio, it gives a SerializationWeaver Error.

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.


Voice Cuts Out With 8ish Players

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Hello, I'm working on a social VR project using Photon and Photon Voice. It's been _great_ to work with so far except for one serious problem that has me pulling my hair out.

Occasionally when we get more than a half dozen players in the same room chatting away there will be a "pop" and then all sound will cut out. Not just Photon Voice but all sound. It will then come back a minute or two later. Players who restart will be able to hear "deaf" players talk but deaf players will not be able to hear them. This only happens in production builds, not in the Unity editor, players in the editor will be unaffected.

I'm pretty sure it's Photon Voice related because we have cut out almost all other sound and it happens simultaneously to all players.

This _might_ be related to players leaving one room and starting/entering another. Perhaps entering a new room before they are fully logged out of the previous one? That's a theory I have some circumstantial evidence for but have not managed to reproduce.

This is Photon Voice v1.91. I have turned on voice debugging and get no logs around the sound cut-out besides the usual voice overrun and underrun warnings.

This is a pretty big problem for me and is hard to test because I need to get ~10 people together.

Help is greatly appreciated!

Colin Northway

Photon Voice Error

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PUN connects fine on TCP but gives me a timeout on UDP and Photon Voice doesn't connect at all probably because it uses UDP only. I am using the Photon Voice Demo without any modifications.

Error:
PUNVoice: Got a unexpected Disconnect in LoadBalancingClient State: Disconnected. Server: MasterServer Trace: at ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient.OnStatusChanged(StatusCode statusCode) in C:\Users\elQusiry\Documents\Projects\Unity3D\PUN Voice Demo\Assets\Plugins\PhotonLoadbalancingApi\LoadBalancingClient.cs:line 2208
at ExitGames.Client.Photon.PeerBase+<>c__DisplayClass146_0.b__0()
at ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands()
at ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands()
at ExitGames.Client.Photon.PhotonPeer.Service()
at ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient.Service() in C:\Users\elQusiry\Documents\Projects\Unity3D\PUN Voice Demo\Assets\Plugins\PhotonLoadbalancingApi\LoadBalancingClient.cs:line 832
at ExitGames.Client.Photon.Voice.LoadBalancingFrontend.Service() in C:\Users\elQusiry\Documents\Projects\Unity3D\PUN Voice Demo\Assets\Plugins\PhotonVoiceApi\LoadBalancingFrontend.cs:line 124
at PhotonVoiceNetwork.Update() in C:\Users\elQusiry\Documents\Projects\Unity3D\PUN Voice Demo\Assets\PUNVoice\Scripts\PhotonVoiceNetwork.cs:line 224
UnityEngine.Debug:LogWarning(Object)
UnityVoiceFrontend:DebugReturn(DebugLevel, String) (at Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs:398)
ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Plugins/PhotonLoadbalancingApi/LoadBalancingClient.cs:2210)
ExitGames.Client.Photon.<>c__DisplayClass146_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:Service()
ExitGames.Client.Photon.LoadBalancing.LoadBalancingClient:Service() (at Assets/Plugins/PhotonLoadbalancingApi/LoadBalancingClient.cs:832)
ExitGames.Client.Photon.Voice.LoadBalancingFrontend:Service() (at Assets/Plugins/PhotonVoiceApi/LoadBalancingFrontend.cs:124)
PhotonVoiceNetwork:Update() (at Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs:224)

Please Help!

Photon Voice On self hosted Photon Server?

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Does photon voice have to run on phonton cloud? Can it run on photon server that hosts on local machine? I use it to send voice data through hololens.Which version fit my requirement?

Error CS1614 when importing Photon Voice

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Hey,

I just updated my project to Unity 2017.1.0f3 and Photon to 1.85.
Tried to import the latest version of Photon Voice from the assetstore, 1.11.

After importing, I'm getting 2 errors:
1) Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs(11,2): error CS1614: 'HelpURL' is ambiguous between 'HelpURL' and 'HelpURLAttribute'. Use either ' @HelpURL' or 'HelpURLAttribute'
2) Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs(9,2): error CS1614: 'HelpURL' is ambiguous between 'HelpURL' and 'HelpURLAttribute'. Use either ' @HelpURL' or 'HelpURLAttribute'

Cheers,
Frosty

Problem: players hear only the master-client's sounds

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Hello, dear friends!

I have creates voice communication between players in the room as in documentation. But I find out several problems.

1) A problem #1:
After applications' launch the first player doesn't hear in general whose sounds. All others (which have started after master-client) hear only the first (only master-client). Why it so, I can't understand...

2) Problem #2:
I would like that each player would hear sounds of others like usual AudioSource. That is at a long distance from a sound source the player shouldn't hear a sound of other player. And vice versa - at approach to other player my player has to hear how the loudness of other player increases. Whether it is possible to make it?

3) Problem #3:
When changing the audioclip at the PhotonVoiceRecorder component this component continues to broadcast the first audioclip which was we will appoint to it at start of the application. How it is possible to solve this problem?

4) Main task:
The main task for me is that each player heard a voice or playing of the audioclip of all other players. At the same time I would like that the sound at each player was heard taking distance of sources of a sound of all other players.

Here in the pictures is my settings and a script for understanding:
https://drive.google.com/open?id=0B-tYImH-leb-UlFrZzd3TldiSFk
https://drive.google.com/open?id=0B-tYImH-leb-RHBEWDJ5VnVkZXM
https://drive.google.com/open?id=0B-tYImH-leb-cTVzQUtsdGVHN00

In the picture with three applications top application is Master-client (runned first). Apparently on the picture, at the master-client the sound from other players is false. At the same time at other players their audioclips are played, but AudioDetector either shows a false, or isn't created (null) at all:
https://drive.google.com/open?id=0B-tYImH-leb-UnRodnZFLTltNHM

Dear friends, I will be very grateful to you for your help.
I wish you success too!

Problem: players hear only the master-client's sounds

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Hello, dear friends!

I have creates voice communication between players in the room as in documentation. But I find out several problems.

1) A problem #1:
After applications' launch the first player doesn't hear in general whose sounds. All others (which have started after master-client) hear only the first (only master-client). Why it so, I can't understand...

2) Problem #2:
I would like that each player would hear sounds of others like usual AudioSource. That is at a long distance from a sound source the player shouldn't hear a sound of other player. And vice versa - at approach to other player my player has to hear how the loudness of other player increases. Whether it is possible to make it?

3) Problem #3:
When changing the audioclip at the PhotonVoiceRecorder component this component continues to broadcast the first audioclip which was we will appoint to it at start of the application. How it is possible to solve this problem?

4) Main task:
The main task for me is that each player heard a voice or playing of the audioclip of all other players. At the same time I would like that the sound at each player was heard taking distance of sources of a sound of all other players.

Here in the pictures is my settings and a script for understanding:
https://drive.google.com/open?id=0B-tYImH-leb-UlFrZzd3TldiSFk
https://drive.google.com/open?id=0B-tYImH-leb-RHBEWDJ5VnVkZXM
https://drive.google.com/open?id=0B-tYImH-leb-cTVzQUtsdGVHN00

In the picture with three applications top application is Master-client (runned first). Apparently on the picture, at the master-client the sound from other players is false. At the same time at other players their audioclips are played, but AudioDetector either shows a false, or isn't created (null) at all:
https://drive.google.com/open?id=0B-tYImH-leb-UnRodnZFLTltNHM

Dear friends, I will be very grateful to you for your help.
I wish you success too!

Problem: players hear only the master-client's sounds

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0
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Hello, dear friends!

I have creates voice communication between players in the room as in documentation. But I find out several problems.

1) A problem #1:
After applications' launch the first player doesn't hear in general whose sounds. All others (which have started after master-client) hear only the first (only master-client). Why it so, I can't understand...

2) Problem #2:
I would like that each player would hear sounds of others like usual AudioSource. That is at a long distance from a sound source the player shouldn't hear a sound of other player. And vice versa - at approach to other player my player has to hear how the loudness of other player increases. Whether it is possible to make it?

3) Problem #3:
When changing the audioclip at the PhotonVoiceRecorder component this component continues to broadcast the first audioclip which was we will appoint to it at start of the application. How it is possible to solve this problem?

4) Main task:
The main task for me is that each player heard a voice or playing of the audioclip of all other players. At the same time I would like that the sound at each player was heard taking distance of sources of a sound of all other players.

Here in the pictures is my settings and a script for understanding:
https://drive.google.com/open?id=0B-tYImH-leb-UlFrZzd3TldiSFk
https://drive.google.com/open?id=0B-tYImH-leb-RHBEWDJ5VnVkZXM
https://drive.google.com/open?id=0B-tYImH-leb-cTVzQUtsdGVHN00

In the picture with three applications top application is Master-client (runned first). Apparently on the picture, at the master-client the sound from other players is false. At the same time at other players their audioclips are played, but AudioDetector either shows a false, or isn't created (null) at all:
https://drive.google.com/open?id=0B-tYImH-leb-UnRodnZFLTltNHM

Dear friends, I will be very grateful to you for your help.
I wish you success too!

DebugEcho not working after changing scenes

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I've been battling with this one for days, maybe someone else has had something similar.

I have two scenes, a game scene and an avatar editor scene the game launches in the game scene.

1) if I then switch to the Avatar Editor scene and use the DebugEcho option it works as expected.

2) if I first start a Photon Room with Voice etc and then exit the room (disconnecting from both PhotonVoice and PhotonNetwork) and then switch to the Avatar Editor the DebugEcho option does not work anymore (it does not repeat back anything, there are no errors and everything else seems to be working fine, as in the isTransmitting is set to true when I speak etc.)

Any ideas, or thing I should be looking for? I realise it's not much to go on.

Output all voice conversations into .wav, .mp3 etc

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Hi,

I will be required to make a VR serious game that involves voice commands between the instructor and student as part of the training.

Will it be possible to record voice conversations using the plugin?

I needed to log them for review next time.

Thanks

Switching Microphones

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Is there an easy way to switch Microphones when using PhotonVoiceNetwork, or an event to detect when the Microphone is disconnected or connected?

New to voice demo app weirdness

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So I have run the demo that come with voice like so:

On MacBook Pro in Unity editor and an Android device
On two Android devices

And the results are always the same...

Player 1 talks to player 2, player 2 hears perfect audio :smiley:

Player 2 talks to player 1, player 1 always hears a distorted very noisy response :neutral:

I have implemented PUN into my app and now feel voice is required and happy to see Photon supplies this, but not sure if this is right if I get this result on your demo?

Please advise?

Thanks

Razer Kraken 7.1 not working

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Getting a lot of issues with our game with the Razer Kraken 7.1 headset mic not working in it.
Are there any known issues with Photon Voice and the Razer Kraken 7.1?
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