2017-05-21 522 views
1

我一直在试图使光子语音统一的私人聊天成为可能,但目前为止还无法做到。我读了音频组的概念https://doc.photonengine.com/en-us/voice/current/getting-started/voice-for-pun 在项目中首先,player1加入是创建房间并将默认音频组设置为零的主客户端。我正在使用演示pushtotalk,我希望加入的玩家能够以一对一的方式与player1交谈。我试图给其他玩家加入主客户端player1之后的不同音频组,并使主客户端按下按钮或事件来订阅它们以使其工作,但未能这样做。只需要玩家1能够在私人对话中听所有其他玩家。请给出使用photon语音脚本中的演示场景进行解释的例子。这里的代码 -如何在Unity中的Photon Voice中与所有玩家对话?

using Client.Photon.LoadBalancing; 
using UnityEngine; 
using UnityEngine.UI; 
[RequireComponent(typeof(Button))] 
public class PushToTalkPrivateButton : MonoBehaviour 
{ 
    [SerializeField] 
    private Button pushToTalkPrivateButton; 
    [SerializeField] 
    private Text buttonText; 
    private PushToTalkScript pttScript; 
    public byte AudioGroup; 
    public bool Subscribed; 

      private void Start() 
    { 
     pttScript = FindObjectOfType<PushToTalkScript>(); 
     PhotonVoiceNetwork.Client.OnStateChangeAction += OnVoiceClientStateChanged; 
    } 


      private void OnVoiceClientStateChanged(ClientState state) 
    { 
     Debug.LogFormat("VoiceClientState={0}", state); 
     if (pushToTalkPrivateButton != null) 
     { 
      switch (state) 
      { 
       case ClientState.Joined: 
        pushToTalkPrivateButton.gameObject.SetActive(true); 
        Subscribed = Subscribed || PhotonVoiceNetwork.Client.ChangeAudioGroups(null, new byte[1] { AudioGroup }); 
        break; 
       default: 
        pushToTalkPrivateButton.gameObject.SetActive(false); 
        break; 
      } 
     } 
    } 

    public void SetAudioGroup(PhotonPlayer player) 
    { 
     if (!Subscribed) 
     { 
      buttonText.text = string.Format("Talk-To-Player{0}", player.ID); 
      int targetActorNr = player.ID; 
      if (PhotonNetwork.player.ID < targetActorNr) 
      { 
       AudioGroup = (byte) (targetActorNr + PhotonNetwork.player.ID*10); 
      } 
      else if (PhotonNetwork.player.ID > targetActorNr) 
      { 
       AudioGroup = (byte) (PhotonNetwork.player.ID + targetActorNr*10); 
      } 
      else 
      { 
       return; 
      } 
      if (PhotonVoiceNetwork.ClientState == ClientState.Joined) 
      { 
       Subscribed = PhotonVoiceNetwork.Client.ChangeAudioGroups(null, new byte[1] { AudioGroup }); 
      } 
     } 
    } 

    public void PushToTalkOn() 
    { 
     if (Subscribed) 
     { 
      PhotonVoiceNetwork.Client.GlobalAudioGroup = AudioGroup; 
      pttScript.PushToTalk(true); 
     } 
    } 

    public void PushToTalkOff() 
    { 
     pttScript.PushToTalkOff(); 
    } 
} 

回答

0

我刚刚修改OnVoiceClientStateChanged()SetAudioGroup()AudioGroup需要设置,然后再拨打ChangeAudioGroups()

private void OnVoiceClientStateChanged(ClientState state) 
    { 
     Debug.LogFormat("VoiceClientState={0}", state); 
     if (pushToTalkPrivateButton != null) 
     { 
      switch (state) 
      { 
       case ClientState.Joined: 
        //Subscribed = Subscribed || PhotonVoiceNetwork.Client.ChangeAudioGroups(null, new byte[1] { AudioGroup }); 
        break; 
       default: 
        pushToTalkPrivateButton.gameObject.SetActive(false); 
        PhotonVoiceNetwork.Client.ChangeAudioGroups(byte[0], null); 
        break; 
      } 
     } 
    } 

    public void SetAudioGroup(PhotonPlayer player) 
    { 
     if (!Subscribed) 
     { 
      buttonText.text = string.Format("Talk-To-Player{0}", player.ID); 
      int targetActorNr = player.ID; 
      if (PhotonNetwork.player.ID < targetActorNr) 
      { 
       AudioGroup = (byte) (targetActorNr + PhotonNetwork.player.ID*10); 
      } 
      else if (PhotonNetwork.player.ID > targetActorNr) 
      { 
       AudioGroup = (byte) (PhotonNetwork.player.ID + targetActorNr*10); 
      } 
      else 
      { 
       return; 
      } 
      if (PhotonVoiceNetwork.ClientState == ClientState.Joined) 
      { 
       pushToTalkPrivateButton.gameObject.SetActive(true); 
       Subscribed = PhotonVoiceNetwork.Client.ChangeAudioGroups(null, new byte[1] { AudioGroup }); 
      } 
     } 
    } 
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