Closed mariappan10 closed 3 years ago
I've had a look through the log and the video you sent me on Discord. It looks like this is probably caused by network congestion, the fact that it gets worse as more players join indicates that but there are also some relevant log messages:
Large number of received packets pending dispatch (40). Possibly due to network congestion (last frame was 18.0047ms)
This means that 40 packets were delivered all at once (that's 2.4 seconds of audio). The last frame was ok (18ms == 55fps), so it's a reasonable guess it might be a network problem.
Beginning playback with very large network jitter: 0.6674457s
This means that there is a lot of "jitter" in the network. That means that some packets arrive exactly on time, and others arrive an entire 0.5s late. (note that latency and jitter are different things, Dissonance can handle any amount of latency).
Created new speech session with buffer time of 243ms
This message isn't an error, but it indicates that Dissonance is deliberately delaying audio by 243ms. This is done to try and compensate for bad network conditions (a larger decay can conceal more jitter).
It's possible that this could be caused by a very poor frame rate on the sending end (it's almost impossible to tell the difference between a sending problem and a network probem). If your frame rate is ok you should check your network system for other things sending large numbers of packets which may cause congestion. If PUN2 has a built in tool for analysing network usage (packets/second, bandwidth, latency etc) that would be the best place to look.
Okay I will look into it and let you know
On Mon, 9 Aug, 2021, 7:14 pm Martin Evans, @.***> wrote:
I've had a look through the log and the video you sent me on Discord. It looks like this is probably caused by network congestion, the fact that it gets worse as more players join indicates that but there are also some relevant log messages:
Large number of received packets pending dispatch (40). Possibly due to network congestion (last frame was 18.0047ms)
This means that 40 packets were delivered all at once (that's 2.4 seconds of audio). The last frame was ok (18ms == 55fps), so it's a reasonable guess it might be a network problem.
Beginning playback with very large network jitter: 0.6674457s
This means that there is a lot of "jitter" in the network. That means that some packets arrive exactly on time, and others arrive an entire 0.5s late. (note that latency and jitter are different things, Dissonance can handle any amount of latency).
Created new speech session with buffer time of 243ms
This message isn't an error, but it indicates that Dissonance is deliberately delaying audio by 243ms. This is done to try and compensate for bad network conditions (a larger decay can conceal more jitter).
It's possible that this could be caused by a very poor frame rate on the sending end (it's almost impossible to tell the difference between a sending problem and a network probem). If your frame rate is ok you should check your network system for other things sending large numbers of packets which may cause congestion. If PUN2 has a built in tool for analysing network usage (packets/second, bandwidth, latency etc) that would be the best place to look.
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It's been a while so I'll close this discussion, feel free to re-open it if you have more questions :)
Context
When the players are speaking the audio is relayed slightly later to other players. This happens only sometimes. I tried to increase the packet usage by setting the frame size to large but still, the issue remains. If more players join the issue happens more frequently. I have attached the console log statements below. Editor.log
Your Environment
Include as many relevant details about the environment you experienced the bug in
-Unity 2020.3.f1
-Dissonance 8.0.1
-PUN 2 Integration
Microsoft Windows 11 Home Version: 21H2
Link to your project: If your project (or a bug reproduction project) is available, link it here