Closed martindevans closed 6 years ago
I assume when you performed the assume the test above you included the changes I mentioned in this comment to the receipt trigger?
I've just attempted to reproduce this again and I can't produce any unexpected behaviour. Voice is only heard when the receiver for a given team is activated on one end, and the broadcaster for the same team is activated on the other end. It looks like the problem you have reported above doesn't include any changing of RoomName
properties, so I haven't touched those.
Here's my test setup:
c
for global, v
for both teams.Does this sound like it should reproduce the problem?
Tests:
v
(team chat). Talking cannot be heard.c
(global chat). Talking cannot be heard.v
(team chat). Speech can be heard as expected.I was using 'voice activation' for the red team and blue team chat. Could that be the difference?
Also, if I have 3 rooms, should there be 3 dissonance game objects with scripts on them (comms scripts, and a broadcast and receiver) or can I have 1 game object with 8 scripts (3 broadcast, 3 receiver and the 2 comms scripts)?
Could [Voice activation] be the difference?
I've tested with (voice activation) VAD and that doesn't produce the problem either. Here's a screenshot of a test:
Global is push to talk (PTT), Red and Blue are VAD. With this configuration I don't hear anything when I talk (transmitting on the left in red, but listening on the right in blue).
Also, if I have 3 rooms, should there be 3 dissonance game objects with scripts on them (comms scripts, and a broadcast and receiver) or can I have 1 game object with 8 scripts (3 broadcast, 3 receiver and the 2 comms scripts)?
You can have basically any setup you like. The only requirement is that you have a DissonanceComms
component and one of the network integrations attached to the same game object (there's the DissonanceSetup
prefab included with each integration which does this for you). The location of the broadcasters and receivers is unimportant (unless you're using collider triggers). Here's a screenshot of my setup for this test:
Check out the HLAPI demo scene if you want an example to look at in detail.
I forgot to mention above:
should there be 3 dissonance game objects with scripts on them (comms scripts, and a broadcast and receiver)
What you definitely do not want is more than one DissonanceComms script! There should be exactly one of these in your scene somewhere (generally you can just drop the correct DissonanceSetup prefab into the scene root). Then you can put the broadcasters and receivers wherever you like.
Hi Martin, After doing a lot more bug testing I found that the host player wasn't properly switching the scripts for the teams off and on. This was only happening on the host which made it confusing. I was using a build for the host and the editor for a client, and since the client was running error free I didn't see that the host was leaving all rooms on instead of turning off the unneeded one. Thanks for all the help and sorry I mistakenly thought there was a bug with the rooms. Now that I have things working I will finally get around to leaving a review in the asset store.
On Thu, Sep 28, 2017 at 12:34 PM, Martin Evans notifications@github.com wrote:
I forgot to mention above:
should there be 3 dissonance game objects with scripts on them (comms scripts, and a broadcast and receiver)
What you definitely do not want is more than one DissonanceComms script! There should be exactly one of these in your scene somewhere (generally you can just drop the correct DissonanceSetup prefab into the scene root). Then you can put the broadcasters and receivers wherever you like.
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Excellent, I'm glad you got that one worked out (and relieved it wasn't a bug in something critical like rooms!).
Continuing the discussion from this comment in https://github.com/Placeholder-Software/Dissonance/issues/39#issuecomment-332395212
morderkaine reports:
Furthermore: