vadim ✭✭✭

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vadim
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  • Hi While using DateTime.UtcNow may be a good idea since we never need timezone in Voice code, it can not guarantee that DateTime.Now doesn't get called somewhere else. For instance, I do not see which call caused the crash shown in your stack. Mayb…
  • Hi, Did you try something from "bundle conflicting provisioning settings" googling results like https://stackoverflow.com/questions/40824727/i-get-conflicting-provisioning-settings-error-when-i-try-to-archive-to-submit-an https://forum.unity.com/th…
  • Hi, If encryption is enabled for audio stream, every packet encrypted as described here https://doc.photonengine.com/en-us/realtime/current/reference/encryption . Encryption property is exposed in Recorder component. You do not need to modify any c…
  • This is hardly possible while Unity does not support microphone in WebGL.
  • Hi, While you hold reference to LoadBalancingClient and call service() on it, all should work. Make sure that this reference persists during scenes change.
  • Hi, You can find game object by name (https://docs.unity3d.com/ScriptReference/GameObject.Find.html) or store reference to ItemBehaviour during initialization in RunBehaviour.CreateActor() or ItemBehaviour.Initialize().
  • Hello, Why you need this parameter? Echo cancellation should adjust this delay automatically. Or something does not work for you?
  • 3001 is general nameserver error. It does not have any specific meaning. Construct2 SDK package contains 3 demos: demo-test, demo-pool and demo-fish.
  • WebSocket is defined as a global var in line #14 of code snippet i posted above. Does this code run alone work for you? Don't forget to set appID.
  • Then run what comes with counstruct2 sdk. I can't say more without logs.
  • nodejs is not officially supported. Below is a sample app running in nodejs. To load Photon lib from local storage, 'fs' and 'vm' package are used. Since Photon js sdk relies on browser's WebSocket object, you need to implement its interface with w…
  • Error occurs while client connects or working with name server. Please run demo-loadbalancing or demo-chat-api (depending on product of appID you use) from SDK package with appid set and send us client log from the very beginning till error you ment…
  • If you mean volume of remote voice relative to other sounds in scene then use 'volume' property of AudioSource component used to playback remote voice. Other AudioSource properties like 'spatialBlend' may affect resulting volume too. See https://doc…
  • Hi How do you do this without PUN Voice? Add AudioSource, mute it, send audio to it? Whatever works w/o PUN Voice, should work with. You can try to use existing AudioSource or add new. To get copy if mic input, you need to implement Voice.IProcesso…
  • 1. Sound source is correct in my tests in fact. But the level is significantly lower than before connecting headset. The level is almost as low as phone's when holding smartphone at some distance. So please check carefully which output actually work…
  • 1. This happens sometime to me too. I'm looking into it. 2. So it's ok for headsets but slow for speaker? I can't reproduce this. Note that our codebases are pretty different for the moment. To synchronize them you need to wait next Photon Voice 1 …
  • I plugged and unplugged wired headset, switched on and off bluetooth headset in different combinations. While no headset is plugged or connected, sound goes through speaker. AVAudioSessionCategoryOptionDefaultToSpeaker set once for audio session pe…
  • Hi, I played a bit with audio session categories. For now, I found that category most appropriate for games is set via call [sessionInstance setCategory:AVAudioSessionCategoryPlayAndRecord withOptions:(AVAudioSessionCategoryOptionDefaultToSpeaker|…
  • @mahmoud93p I tested Unity 2018.2.17f1 and iPhone 6s ios 12.1 With "force to speaker" component from PhotonVoice package, both unity and photon mic modes route sound to speaker. So I can't reproduce the bug with this setup. With unity built-in "for…
  • Maybe something else should be copied from ForceToSpeaker.m. Also take a look at forcing to speaker module recently updated in one of its repos: https://github.com/10people/UnitySpeakerFix/blob/master/Unity/Assets/Plugins/iOS/iPhoneSpeaker.m They st…
  • i'm afraid players should guess this way themselves in such case. Setting speaker is a standard ios action. Automatic routing to speakers does not work for Photon microphone currently. We are looking into this.
  • Hi, Did you try to select speaker in ios control center?
  • Hi, Can you provide full logs with settings as described in my previous post from both clients for the case when other players are audible?
  • Hi, Try to send less frequently or smaller size images. That way you will find the bandwidth which works for you, Check logs for disconnection reason. Use video codec like vpx instead of jpeg to significantly reduce required bandwidth w/o quality …
  • Hi, Player audio streams are separated clearly. Not sure how they can interfere. Is connection bandwidth enough to receive streams from several players? Do you experience the same problems when running demos from PhotonVoice package? Please share t…
  • Do you mute recorder by setting Unity 'enabled' properties to false? Use PhotonVoice 'Transmit' property instead.
  • Currently we do not provide support for Magic Leap. Depending on underlying platform, Magic Leap may work with one of existing Photon native libraries. Please set PUN logging to Informational in PUN settings, run application and share full app log f…
  • Hi, How do you leave and rejoin? Use "suspend room" and "join room" with Rejoin parameter set to Yes. It's important to join with the same user id. If rejoining client is the same as leaving, user id is preserved automatically. If client has lost c…
  • To stream custom audio source, you need to implement IAudioPusher or IAudioReader (with float type parameter). For details see http://forum.photonengine.com/discussion/comment/39487/#Comment_39487 I think OnAudioFilterRead may be used for AudioSourc…
  • Hi, a) should work. Start os process from plugin when room created and terminate it (send message to process asking to exit) when room closes. You can communicate with process via tcp or pipes. All the info required for initialization can be passed …