vadim ✭✭✭

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  • Hi, You can try rejoin logic. If client was disconnected abruptly or with suspend() call, it can rejoin with the same actor nr even if room is closed.
  • Hi, Sorry for the delay. The code is obviously wrong. But it will affect onRoomListUpdate callback behavior only and can't cause random room join failure. Thanks for bug report. We will fix it next release. Most frequent reason for random room joi…
  • I've read your posts once again. It does not seems like you understand good how Photon Server or Photon Cloud works. MMO demo uses Photon Server with custom code. This is probably most advanced topic in Photon development. So I think you started fro…
  • Hi, Are you working on the project that uses the same interest areas technique as used in mmo demo and want to clarify implementation details? Or you are asking how Photon server works in general and mmo demo is just a sample? If the latter is true,…
  • PhotonVoiceRecorder's AudioClip is supposed to be used for files playback. Not sure what happens when you override it with your clip. To stream audio from custom source, set PhotonVoiceRecorder's Source to Factory in editor and tell PhotonVoice to…
  • In theory, Bitrate and Sampling Rate may affect single packet compression time and therefore delay. But I think the difference is too small to notice.
  • The code does not make sense. You set handler which simply logs on each frame. Not sure what code below does. In case you want to capture entire stream, open file in OnRemoteVoiceInfoAction handler, write frame of audio data in OnAudioFrameAction ha…
  • Play Delay Ms adds exactly its value to overall latency. So keep it as low as possible while audio quality is acceptable. This delay is required to compensate incoming packets jitter. You can also save another 10 ms by changing Frame Duration from …
  • The port is the same as for PUN TCP: 4533 I think it's set automatically.
  • Why PhotonVoiceNetwork.Client.OnAudioFrameAction does not work for you? I forgot to mention PhotonVoiceNetwork.Client.OnRemoteVoiceInfoAction which provides info on new remote voice and PhotonVoiceNetwork.OnRemoteVoiceRemoveAction signalling remote…
  • 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 …