No audio on late joining player.

taviladtavilad
edited December 2018 in Photon Voice
Hello, i have an issue while late joining a room with a client. The setup is as follows,
Player 1 creates room, loads the scene.
Player 2 late joins the room, changes scene, spawns the player via a cached event, and has no audio.

There is no issue if both players start the match at the same time.

I am using Photon voice 1.

https://i.imgur.com/iEfrhrn.png i get this warning on the late joining player.

Thank you in advance

Comments

  • Hi @tavilad,

    Thank you for choosing Photon!

    This is really weird as this use case should be handled in Photon Voice 1.
    Could you increase PUN logging and Network logging and enable PhotonVoiceSettings.DebugInfo and send us full logs from the two clients?
    Why does it say voice #2? do you have two audio prefabs or do you transmit and stop then transmit again?

    The late join speaker linking should happen in PhotonVoiceSpeaker.Awake...
    hmm maybe it should be in OnEnable or Start...

    are you planning on migrating to Photon Voice 2 any time soon?
    we have fixed a similar issue with this patched unreleased version if you can quickly try reproducing this it using it...
  • taviladtavilad
    edited December 2018
    Hello @JohnTube ,

    switching to Photon Voice 2 is in my to do list, but for the moment i have to use Photon Voice 1.
    I have a scene with 2 avatars, both of which transmit and stop transmiting when they want.
    I will try to send the full logs asap.
  • taviladtavilad
    edited December 2018
    @JohnTube
    https://pastebin.com/C51K6GD8
    here is the log of the late joining player.

    Edit:

    Moving PhotonVoiceNetwork.LinkSpeakerToRemoteVoice(this); from Awake() of PhotonVoiceSpeaker to Start() seems to have solved the problem
  • JohnTubeJohnTube mod
    edited December 2018
    Hi @tavilad,

    Thank you for your report and help.
    Moving PhotonVoiceNetwork.LinkSpeakerToRemoteVoice(this); from Awake() of PhotonVoiceSpeaker to Start() seems to have solved the problem
    We will add this fix in the next version.
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