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Sound is very low on iPhone #131
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As a quick workaround for this you could try using a custom playback prefab, sending the voice to a mixer and applying a compressor to boost the quiet sound. This probably shouldn't be necessary though! By the way sorry for the slow reply - I typed this out yesterday but forgot to send it until now! |
Hi, Thanks for your response.
I found that there is some issue with iPhone speaker and Unity Can you take a look because I can not see the code of Dissonance plugin? Then |
Ah yes that issue has been a persistent problem for Dissonance. I'm excited to see that it's now marked as "fix in review" - hopefully that will finally be fixed in 2019.x.
I'm not sure what you mean - Dissonance is always distributed with the complete source code.
To insert those calls I would suggest creating a custom microphone capture class for Dissonance. You should be able to inherit from
To do this you will need to modify the methods in the base class to be |
I implemented new Component. It's still not working. Either the fix provided in UnitySpeakerFix is not working or there is some other issue. I am using Unity 2018.2.5f1. I will try it in a sample project. Can you please try it on your side as well. I wonder why no one else has faced this issue with Dissonance on iPhone.
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Unfortunately I can't, I don't own an iPhone :(
Do you have the issue described by UnitySpeakerFix? i.e. When Dissonance is started audio switches to the earphone. If so I know other people have had this issue and UnitySpeakerFix has worked for them, so we'll need to look into that. If not then is the problem that audio stays on the iOS speakers, but is extremely quiet? If so how does other (non-voice) audio sound if you create a blank scene without Dissonance and just an AudioSource playing some music? How about if you add a button which just calls |
I am not too sure if that's the same issue because the fix is not working. I can't hear voice chat either on the speaker or earphones. It perfectly works on Android. We have other issue of too mcuh Echo there.
I tried it and it does reduce the volume of overall game. Everything plays well and loud as soon as I start Dissonance on a button tap (which calls Microphone.Start). Overall volume becomes very low. I can't hear any voice chat. |
What I mean by this is do you have the problem that when to here (earpiece speaker): That's the problem UnitySpeakerFix is designed to fix. |
I got the sound working by Removing UnitySpeakerFix and enabling "Prepare for iOS recording" and "Force iOS Speaker while recording" unity build settings. Now the issue is Echo. I have recorded the video of my game with Voice Chat enabled. Below are the Dissonance Voice Settings. Here is dropbox link to video https://www.dropbox.com/s/j9hs1chuvq7at90/VoiceChatWithEcho_480p.mov?dl=0 can you please suggest what might be wrong or i need to change something. This also happens on Android. It would be best if you had any working sample for iOS or Android. |
I've not seen those settings before, it looks like they were added in Can you confirm if the
Have you checked out the section on iOS at the bottom of the AEC docs?
Unfortunately we have encountered a confirmed bug in Unity itself which is breaking the AEC on Android (#110). We're still waiting for Unity to fix that. You should consider lowering |
I have still not been able to make Echo cancellation work.
Mute button doesn't work after enabling these settings.
I implemented Audio mixing and passing all voice and sound through this channel. I used AudioPluginInterface.h to resolve "Echo Cancellation could not be found" issue. I used Unity Pd plugin as well but same results. I am attaching screenshots of my settings |
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Sorry for late post on this. We shipped our game without voice chat. Now i am trying it back again.
I tried playing a sound on Audio Source which was going through mixer having Dissonance echo Cancellation. It worked. Below is the screenshot Then i tried between iPhone and editor. I could hear the voice clearly on editor. Below is the screenshot of Audio mixer on Editor for this scenario
Someone mentioned this in Issue #80. I am not gettting any worning in xCode logs and the setup seems correct. Its still not working between iOS devices. Can you please try one iOS sample? I know you don't have a device but if you could arrange one to just run once. You would know the issue. I am sure this is not working for anyone on iOS. Or if it is then please share any demo or link to the game. |
That reference to UnityPD was the way they've integrated their plugin into the Unity Audio pipeline. I included some instructions here (at the bottom of the page) based on that - have you tried that? |
Yes, I have integrated required code to load audio plugins correctly. Here is the code required for Xcode #import "AudioPluginInterface.h"
I have created a sample voice chat Unity project with Photon Unity networking. It's having same issue. |
Thanks for the reproduction project, that will be very helpful. I'll get @TomGillen to borrow an iOS device to have a look into this as soon as possible. |
Hi Martin, is there any progress on this. Let me know if you need any help running and exporting that demo project. Below is the link of plugin fix you need to put in Xcode project |
Thanks for that; I've just found time to take a look at this now. |
Tom and I have been looking over this yesterday and today and we haven't been able to reproduce the problem. We commented out the Tom suggested this could be a test setup problem - if the second device can hear the first person speaking (i.e. the two test devices are within hearing range of each other) then the echo canceller will never converge because it can hear the remote speaker on the local mic (also you will get terrible feedback loops which the AEC will not try to resolve). Could this be the problem? |
Hi, You are correct. Feedback loop is the issue. If we test it from different locations (or rooms). Echo cancellation works. When we are in audible range or playing game from same room, feedback loop makes it terrible. Thanks a lot for your support. And sorry for this long thread. |
Hi Avinash, I'm glad we finally managed to sorted this out for you! I'll close this thread now. If you're happy with our support please consider giving us a review on the asset store, it really helps us out :) |
I have integrated Dissonance with Photon Unity Networking. Most of the settings are kept to default. I have set Channel volume to max (2) in Voice Broadcast Trigger. The sound is super low on iPhone. Unless we use earphones, it's not audible.
I tried to set Audio Quality to HIgh, but still no effect. Am I missing something?
What could be the issue?
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