Closed ElMoha943 closed 5 months ago
The first image shows the true behaviour, the value on the Edit: After double checking again I saw that you are correct. Thanks for pointing that out!Player Audio Configuration Model
should work the same way, it seems I forgot to update the hint.
If im not using the UI to let players change their settings, which script should i use to change the values for all players by default? Im guessing its DefaultConfiguration, but can i get rid of LocalConfiguration and MasterConfiguration?
In that case you only really need to adjust the settings of the LocalConfiguration
and you can disable the master and default one. You can not delete them as my main script won't work without them existing.
In the priority settings, a higher one its used first? i would appreciate a tooltip on that one!
That is correct. Higher values give it a higher priority. I will add a tooltip. Thanks!
I have a muting system in place in my map right now which stops working when i add the addon, how can i implement a mute for an specific player and prevent the script from changing his settings again?
There is two solutions maybe:
IgnorePlayer(VRCPlayerApi playerToIgnore)
on the PlayerAudioController
firstNote that ignoring players is local only, so you would have to do it on every player side before muting with your system.
You can make my system handle the muting.
You can take one of the default prefabs:
AddPlayer(VRCPlayerApi playerToAffect)
on that prefabs PlayerAudioOverride
.Please note that if you use one of the trigger based examples the muting will only be local to yourself.
If you use one of the room based examples instead this will be synced to all players. However if that muted player rejoins the world they will be unmuted again.
Having that persist for the duration of the instance requires maybe a combination with e.g. my PlayerBlackList
as this one remembers players.
Hope this answers your questions.
Thanx you so much for all your answers! i will use solution A since it seems easier to implement in my current system
Is there a way to make a microphone be heard in all channels? if not, could I request that feature?
This feature is not supported currently. However what you can try right now is extending the current microphone script or make your own:
PlayerAudioOverride
with all its dependenciesThis is not a good solution tho as it will make the mic user lag during mic pickup and mic drop.
Thanks for the suggestion though, I will probably dedicate a few channels to this capability or maybe just add another boolean. I'll put it on my todo list :)
Thanx for taking the time, i will try to dive into your code and see if i manage to achieve something, if i do i will make sure to post a follow up.
Can this be closed now?
I believe all player occlusion factors should work in the same direction to avoid errors.
Player Audio Override
Player Audio Configuration Model
Having said that, i have some questions, sorry if they are too basic: