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[help] After pause I hear all the things that I'm missing in Global room #87
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How is your pause implemented? In editor Dissonance should handle pausing (using the editor pause button) by stopping sending/receiving voice when it is paused, and then resuming sending/receiving when resumed. You probably need to implement something similar for your game - when paused find all of the VoiceBroadcastTriggers and VoiceReceiptTriggers and disable them. When resumed, re-enable all the triggers. |
You're absolutely right, that should definitely not be sending with Does changing that to |
I fixed that, but the problem persists. After being on pause within 10-20 seconds I hear all that was missed. |
I re-read your first comment. |
Oh! I See! |
It looks like you've worked it out, but just in case: However your pause works it is presumably pausing audio playback - the client receives the data and it just buffers up somewhere rather than immediately playing through the speaker. Dissonance does have some handling for desyncs (i.e. your clock and my clock are not running at the same speed) but it will not handle someone beginning to talk while paused (because no audio playback is happening, and the desync compensation happens as part of the playback pipeline).
There are two potential problems with this solution:
If those things aren't a concern, that's great! If they are then there are still some possible solutions (depending on how your pause is implemented):
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Dissonance 6.2.0 has just been submitted to the asset store, this includes the (un)reliable relay fix. This should be available in a few days once the asset store team reviews it :) |
Dissonance 6.2.0 is now available on the asset store so I'll close this issue now. Don't hesitate to re-open it if there's still a problem :) |
Hello.
I started with HLAPI integration on demo scene, where I have a single empty object with the following components:
I've tried multiplayer with local Host in Editor's Play Mode and Client on Android mobile device, connected via Wi-Fi.
It was all fine until some player paused.
After getting back to the game player hear all the things that were missed in the Global room
It seems like voice data is sent over TCP rather than UDP, even as unreliable channel is used.
But it's not what I was expecting.
Is it normal behavior? Can I fix it?
Thank you.
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