vadim ✭✭✭

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  • Can you explain what is the exact issue and why udp does not work for you? We can add udp/tcp option in next Photon Voice release if it makes sense. Probably Hamza meant replacing Udp to Tcp in PhotonVoiceNetwork.cs's line client = new UnityVoiceFr…
  • Hi, You can add incoming streams handlers during app initialization like this: PhotonVoiceNetwork.Client.OnAudioFrameAction += (playerId, voiceId, frame) => Debug.LogFormat("{0} {1} {2}", playerId, voiceId, frame[0]); playerId and voiceId uniquel…
  • PotonVoice package in Assets store is updated recently and should have fixed AudioIn.dll
  • It should work. We can't say anything w/o logs. Maybe this is the same issue as in http://forum.photonengine.com/discussion/comment/38661
  • Hi, Do you see errors or anything helpful in logs? Voice client may be disconnected for some reason. You can try to test connection with TestVoice projects. It shows connections state for both PUN and Voice in ui. Or implement similar output in you…
  • Good to know that it works. It's always better to start with default settings, then adjust them if required. If you still experience dropouts, try to increase PlayDelayMs which sets jitter buffer size in milliseconds. Jitter buffer compensates irre…
  • Thanks for bug report and fix. I can't reproduce this behavior in my test but obviously the code was wrong because it iterates over object properties, not array elements. I will update sdk package soon.
  • Are you interested in PUN internal implementation details? You can search "GameObject.Instantiate" through PUN sources in "Assets\Photon Unity Networking\" folder. But this is not easy reading.
  • Maybe the problem is that Read method returns true and some data even there is no enough samples to fill entire buffer. It should return false and keep current samples instead. When data stream is driven not by consumer (as in AudioClipWrapper.cs) …
  • This is in PUN code, not in Voice Demo. Remote players objects instances created automatically by PUN when local or remote client joins a room.
  • Upper limit of outgoing bandwidth per audio stream adjusted by 'bitrate' voice setting. It's 30 kbit/sec by default. So each client sends no more than 30 kbit/sec. It likely receives N-1 such streams where N is the number of players in a room.
  • ItemCache is a list of all items in the world. Using it would be the least effective, InterestItems usage is better solution because it limits checked items to located in surrounding area only. But this area may be quite big and each items pair will…
  • At the line you mentioned, I see 'photonView.isMine' property accessed. That makes me think that PhotonVoiceRecorder is assigned to non-PhotonView object somehow. PhotonVoiceRecorder is a part of integration of PhotonoVoice with PUN. In case you r…
  • HI, First, make sure that your OnAudioFilterRead works. Simply log some floats from incoming array. To change microphone to custom audio source, create class reading your audio source and implementing ExitGames.Client.Photon.Voice.IAudioReader int…
  • addResponseListener is a part of PhoonPeer api. While having realtiime and chat apis based on it, you hardly need to use PhoonPeer api directly. Probably the reason was that instead of registering callback, the code assigns function which register…
  • Could you provide more details on the issue? What are you running? When does this happen? Also full app log may help a lot. If you are using Photon js SDK, try one of the demos first.
  • Please try AudioIn.dll with statically linked runtime library https://www.dropbox.com/s/1m4w5p74876syd6/AudioIn.zip?dl=1 It has less dependencies on dlls possibly missing including vcruntime140.dll
  • HI, For audio streaming you can use PhotonVoice package. It has PUN inside, so you need to remove PUN from your project and add PhotonVoice. PhotonVoice is designed for streaming captured microphone input in the first place but you can adapt it for…
  • Please try to replace Assets\Plugins\opus_egpv.bundle with 64-bit only library https://www.dropbox.com/s/9ll583iuqte9g6v/opus_egpv.bundle.64.zip?dl=1 You may also need to replace AudioIn.bundle with https://www.dropbox.com/s/n6ybf2wpmzes9vg/AudioIn.…
  • Hi, What does user actually run? 64-bit executable exported from Unity? Where the executable and dlls are located? Is proper path to dll listed in log? Can you share full application logs? Can you run modified application version on target system …
  • Hi, Room properties should be set via reference to currently joined room: LoadBalancing::Client.getCurrentlyJoinedRoom().addCustomProperty(const Common::Hashtable &customProperties) This call adds new property or updates existing.
  • Hi, First make sure that DelayProcessor works with TestVoice demo. Add DelayProcessor component from demo folder to PlayerPrefab from resources folder. You nay need to disable voice detection in case input signal is low because each subsequent dela…
  • Hi, Sorry for the delay. We missed this topic somehow. In urgent cases please contact us via [email protected] The question is answered shortly here http://forum.photonengine.com/discussion/comment/35994/#Comment_35994 Let us know if you n…
  • Unity reports 0 microphone channels sometimes. The reason for this is unknown. As a workaround, add mic.channels == 0 check in MicWrapper.Read (Assets\Plugins\PhotonVoiceApi\Platforms\Unity\MicWrapper.cs) before division and return false in case of …
  • Hi, Attach DelayProcessor script to the object with PhotonVoiceRecorder attached. VoiceCreated message gets delivered between components of the same object only. You can send short messages simply by recording them in memory buffer and playback la…
  • Hi Kreso, For iOS issue, please try to add NSMicrophoneUsageDescription key to Info.plist in xcode project exported by Unity. For OSX, you need to manually set platform per dll in editor inspector.
  • HI Andy, Can you please send application log, crash dump, reproduction steps and any other info that can help?
  • Hi, PUN Voice Client can't be connected to multiple PUN rooms at the same time. But it can connect to a voice room in parallel and chat in it using voice client which is a part of voice api. PUN Voice is built on top of voice api. So it's available…
  • If you get this warning not repeatedly but only once per reconnection and everything else works as expected, ignore this warning. It's not harmful.
  • Please read reply in forum https://www.scirra.com/forum/plugin-photon-cloud_p1141234?#p1141234