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Private Voice Channels
- players in a channel can not be heard by players outside of that channel
- (optional) players in a channel can hear players that are not in any channel
- "unlimited" channels (more then you could ever need)
- channels can be used by multiple, different voice override components (allows creating phones or microphones inside private rooms)
- Each player can only be in 1 channel at any point in time
- Entering or leaving a channel takes effect delayed depending on the update rate of the
BetterPlayerAudio
component (more players, longer delay) - A player being added to a override does not prevent being added to a different override
*Note: Walking into a private channel with a microphone that has the same priority will replace the microphone effect with the private channel effect, as will picking up a microphone inside of a room (with the same priority ) override the room effect.
To address this make sure that items that can be carried around into other zones have a higher priority so that their effects stays active.
Components | Required active count in scene/world |
---|---|
BetterPlayerAudio | exactly 1 |
BetterPlayerAudioOverride | at least 1 |
Additionally at least one component is required to add/remove players from the BetterPlayerAudioOverride
component:
Available basic example components | Add mechanism | Remove mechanism | Networking |
---|---|---|---|
PickupMicrophone | item pickup | item drop | manually synchronized |
VoiceOverrideZone | player trigger enter | player trigger exit | local |
Note:Alternatively you can integrate adding/removing of players to your own custom UdonSharpBehaviours.
For examples of how to do this please start by looking at the tutorial that explains the creation of theVoiceOverrideZone
.
- Add a single
BetterPlayerAudio
component to an active gameobject in your sceneNote: Alternatively add the prefab
Assets/Guribo/UdonBetterAudio/Prefabs/BetterPlayerAudio.prefab
to your scene - Add the prefab
Assets/Guribo/UdonBetterAudio/Prefabs/Examples/VoiceOverrideTriggerZone.prefab
to your scene - Locate the component
BetterPlayerAudioOverride
on the added gameobject - Drag the
BetterPlayerAudio
component into the inspector field calledPlayerAudio
- Navigate to the
Privacy Settings
section and change thePrivacy Channel Id
to any other number that is not -1 to enable a private channel for this zone. - (Optional) Duplicate the zone gameobject for additional zones
- (Optional) Change the privacy channel for each zone
Note: Not doing this will allow players in different zones to talk to other zones with the same ID.
- Add a single
BetterPlayerAudio
component/prefab to your sceneNote: only if your scene does not contain one yet!
- Add the prefab
Assets/Guribo/UdonBetterAudio/Prefabs/Examples/PickupMicrophone.prefab
to your scene - Locate the component
BetterPlayerAudioOverride
on the added gameobject - Drag the
BetterPlayerAudio
component into the inspector field calledPlayerAudio
- Navigate to the
Privacy Settings
section and change thePrivacy Channel Id
to any other number that is not -1 to enable a private channel for this zone. - (Optional) Duplicate the microphone gameobject for additional microphones
- (Optional) Change the privacy channel for each microphone to match either other zones and/or other microphones