Comments (25)
Its interesting.. Hmm.. This is an issue that I was sure pma-voice was attempting to fix in the first place
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Hey are you using native audio or 3d audio?
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Also can you provide the server version too?
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Here is what I use:
setr voice_defaultCycle "M"
setr voice_enableUi 1
setr voice_useNativeAudio "true"
setr voice_use3dAudio "true"
setr voice_use2dAutio "false"
setr voice_useSendingRangeOnly "true"
setr voice_enableUi 1
setr voice_enableRadioSubmix 1
setr voice_defaultCycle "M"
setr voice_defaultRadio "CAPITAL"
setr voice_externalAddress ""
setr voice_externalPort ""
setr voice_debugMode 1
Probably, looking at it now, 3d audio and native audio cannot be used together, right ?
Server version is 3452
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No, it shouldn't matter as the check for native audio is before 3d audio so if you enable both it'll automatically just be native.
Going to ask a redundant question, are you using the latest version (where channel precreation got re-enabled?
from pma-voice.
Yes, latest version with loop for creating channels, if you are referring to those.
As mentioned, voice channels are created:
But, as I can see, loop is for 1024 iterations, but I only can see max of 64. Or I am just stupid :D
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Weird, I wonder why it's not precreating the channels.
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If it means anything, I created 1024 channels on the external murmur server, issues persisted even then...
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With the debug on in the client logs are all of the players getting set to the proper channel?
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Yes, players are moved to the correct channels for their position/grid and they are moved correctly around the map. Also if I enter channel I can hear them all saying "Can you hear me?" :D
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Here is the video of grid and channel changing, if it helps
https://streamable.com/2nr0il
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Can't watch the video right now, it sounds a lot like the issue with NetwoekSetVoiceChannel or whatever it's called
from pma-voice.
If you are referring to that there is some other resource that is manipulating voice, I searched in ALL files here is the result:
"Nesreca" resource is turned off, gcphone, have it commented out since pma is used to connect and disconnect voice :D
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Not what I was referring to, was referring to a race condition that happens when you don't precreate channels. But you said you had the same issue with an external, so I really have no idea.
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Are you running any other scripts n mods on your server? If its possible you should try removing some for now and see what happens if something is conflicting
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Weird, I wonder why it's not precreating the channels.
Ignore previous reply, filtering was on, all channels are created, however, still only 64 channels at max are used, players are never moved to the rest of channels...
from pma-voice.
Weird, I wonder why it's not precreating the channels.
Ignore previous reply, filtering was on, all channels are created, however, still only 64 channels at max are used, players are never moved to the rest of channels...
That's pretty usual, quite few are in the ocean. The rest of the channels only get used if you use routing buckets, as it offsets the channels.
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Did any of them use the radio/phone with each other beforehand? If so do they have the same issue if they don't use the radio/phone before hand?
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No, for example, if I restart server and shortly after starting it up, when I went to player, we can hear each other fine, but at some point, after minute or two, it just breaks, no longer able to hear each other, but character lips are moving and networkisplayertalkin is firing up. Issue occurs even while radio and phone is turned off as resource.
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For now, setting native audio to false will fix this issue as mentioned on the discord.
I will try to find out why this happens on test server, if you need our live server to test anything, just ping me on discord. :D
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You mean this is what fixes it for now? Is this confirmed to be working for more than 64?
This problem with people cutting out is the same problem we were having on our server too so I'm curious how to fix it.
setr voice_defaultCycle "M"
setr voice_enableUi 1
setr voice_useNativeAudio "false"
setr voice_use3dAudio "true"
setr voice_use2dAutio "false"
setr voice_useSendingRangeOnly "true"
setr voice_enableUi 1
setr voice_enableRadioSubmix 1
setr voice_defaultCycle "M"
setr voice_defaultRadio "CAPITAL"
setr voice_externalAddress ""
setr voice_externalPort ""
setr voice_debugMode 1
Also how does one use routing buckets
Forgive me I'm totally new to all of this
from pma-voice.
You mean this is what fixes it for now? Is this confirmed to be working for more than 64?
This problem with people cutting out is the same problem we were having on our server too so I'm curious how to fix it....
Also how does one use routing buckets
Forgive me I'm totally new to all of this
While yes, turning off native audio does fix the issue with voices, it doesn't help solve the problem. The main thing needed right now is some solid reproduction steps for how it happens.
Some possibly useful information would be:
- Does it happen if everyone stays in one area and doesn't swap grids (which triggers
NetworkSetVoiceChannel
). - If there is no issue in that case, then if someone else comes in from a different grid do they have the issue?
Regarding routing buckets, there's no 'native' system currently, no other resource built to work with it. It's mainly for custom solutions that player want to use.
Main use is to use
exports['pma-voice']:updateRoutingBucket(source)
or exports['pma-voice']:updateRoutingBucket(source, routingBucket)
The 'routingBucket' variable being an optional variable, if its set, instead of getting the players current routing bucket, it will set it to whatever number is provided which will offset it by 31 + (5 * routingBucket) channels (iirc).
Be careful setting this over 200~ currently as then it goes out of the 'precreated channels' which can result in times where you can't hear players around you when entering at the same time.
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https://forum.cfx.re/t/difference-in-voip-recovery-between-nativeaudio-and-non-nativeaudio/2122338
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voice_zoneRadius update is supposed to help with this as well?
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No it's for a completely separate issue posted on matrix
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