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我一直在試圖使光子語音統一的私人聊天成爲可能,但目前爲止還無法做到。我讀了音頻組的概念https://doc.photonengine.com/en-us/voice/current/getting-started/voice-for-pun 在項目中首先,player1加入是創建房間並將默認音頻組設置爲零的主客戶端。我正在使用演示pushtotalk,我希望加入的玩家能夠以一對一的方式與player1交談。我試圖給其他玩家加入主客戶端player1之後的不同音頻組,並使主客戶端按下按鈕或事件來訂閱它們以使其工作,但未能這樣做。只需要玩家1能夠在私人對話中聽所有其他玩家。請給出使用photon語音腳本中的演示場景進行解釋的例子。這裏的代碼 -如何在Unity中的Photon Voice中與所有玩家對話?
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();
}
}