New pattern of dropouts during calls
We've had a Unity-based VR app using Photon Voice working well for some time. We're currently on PV v2.31.
Just in the last couple of weeks we've had a troublesome emergence of some weird behaviour. What we're observing is that when we have a room with 3+ users, sometimes a user's voice will simultaneously drop out and not be able to be heard by other users. Our testing shows that on the dropped users's system, Photon Voice is still reading from the microphone and delivering samples (we have a level meter which shows this; it is attached as a post-processor to Recorder, and we read the samples in IProcessor.Process). We have added the VoiceDebugScript too, and when a remote user calls CantHearYou on the dropped user, it reports "no idea why!, should be working". We have observed dropped audio from users on Android and Windows. We don't see any odd messages in the Unity logs.
Two things seem to restore the user to the audio mix; if any user leaves and rejoins the room, or sometimes it just comes back after several minutes.
One clue we have is that it seems to affect users on higher-latency links more often. E.g. if we host the audio room in US West, the affected users might be in Australia or Spain, and users in the US don't drop their audio.
At this stage, we're out of ideas and running out of additional things to try, especially as it is a hard bug to reproduce on-demand... it seems to depend on the particular mix of users in the room and the random conditions at the time.
Since it appears to us that the user is dropped at the Photon server end, not at the originating user end or the receiving user end, and the recent emergence of this problem, it leads us to ask if anything has changed recently in the way Photon Voice's servers are handling incoming audio streams? Considering the possible issue of latency, if Photon's servers are dropping incoming audio streams that have higher latency than the average across all users, is there some parameter we can set to avoid that?
We have a build updated to PV v2.50 which is shortly to begin testing, so that is something we can update.