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Tools/Components for UDON (VRChat) based worlds. Includes private channels, reverb, auto player range adjustment, etc. for player voices.

Home Page: https://guribo.github.io/TLP

License: MIT License

C# 100.00%
vrchat udon audio unity sound udonsharp vrchat-sdk3 vrchat-worlds vrchat-worlds-udon

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reava ashrilys

udonvoiceutils's Issues

World listing request

  1. World name: Virtual Performing Arts Theater

2. World ID: (https://vrchat.com/home/world/wrld_f1ae5929-a881-4c21-acc0-8d5cb9bf919f)

3. Your name to be displayed: DjembeDragon

Stage amp volume slider possible?

Hello!
Ive set up stageamp for a club world but the issue is not everyone wanna hear ausio from the stage at full blast all the time.
Is there a way to attach the boost amp to a local volumeslider for each individual to use in the world and individually set the volume of ones liking?

Add a Basic Example to the Examples

Request
An example in your example scenes that is intended to just show basic use for occlusion without any other features.

Details
This would be good and comprehensive for novice users who might be totally confused.

I'm suggesting one labeled "BasicExample" or similar that has no additional stuff going on that uses the provided prefabs. Maybe with an L shaped room or just a square room with a solid wall erected in the center.

Script error when importing

image

I have several error when importing the package !

UVU Version : 1.0.0
UdonUtils Version : 8.1.1

An error example:

[<color=#FF00FF>UdonSharp</color>] Packages/tlp.udonvoiceutils/Runtime/Core/PlayerAudioOverride.cs(404,50): error CS1061: 'PlayerList' does not contain a definition for 'DiscardInvalid' and no accessible extension method 'DiscardInvalid' accepting a first argument of type 'PlayerList' could be found (are you missing a using directive or an assembly reference?)

Everyone's Silent - Random Bug

While testing, I had an instance of about seven people, and upon rejoining I could not hear anyone, and non of their nameplates were indicating they were speaking either. They could hear me.

Have you run into this? Is there a workaround? Would it mean the Udon script did not initialize/start properly?

Build Aborted.

Hi i get an error when building the scene:
imagen
imagen

Step to reproduce:

  • Import package
  • Add ANY prefab to the scene
  • Build the project

I tried reimporting the pack already, also made sure that all references where there and even double checked with a friends project.

Player Oclussion Factor different in 2 scripts + Some questions

I believe all player occlusion factors should work in the same direction to avoid errors.

Player Audio Override
image

Player Audio Configuration Model
image

Having said that, i have some questions, sorry if they are too basic:

  • If im not using the UI to let players change their settings, which script should i use to change the values for all players by default? Im guessing its DefaultConfiguration, but can i get rid of LocalConfiguration and MasterConfiguration?
  • In the priority settings, a higher one its used first? i would appreciate a tooltip on that one!
  • I have a muting system in place in my map right now which stops working when i add the addon, how can i implement a mute for an specific player and prevent the script from changing his settings again?

Script error after UdonUtils imported

I've imported UdonUtils package as a dependency for UdonAudioUtils,
but as soon as it's imported I get an error referring to undefined params inside the Stopwatch class.

[<color=#FF00FF>UdonSharp] Packages/tlp.udonutils/Runtime/Sync/NetworkTime.cs(131,50): error CS1061: 'Stopwatch' does not contain a definition for 'Elapsed' and no accessible extension method 'Elapsed' accepting a first argument of type 'Stopwatch' could be found (are you missing a using directive or an assembly reference?)

also

[<color=#FF00FF>UdonSharp] Packages/tlp.udonutils/Runtime/Sync/NetworkTime.cs(52,23): error CS1061: 'Stopwatch' does not contain a definition for 'Start' and no accessible extension method 'Start' accepting a first argument of type 'Stopwatch' could be found (are you missing a using directive or an assembly reference?)

image

Using Unity 2022.3.6f1 with VRChat world

Current Prefabs Don't Work?

It seems modern UdonSharp/VRCSDK has an issue "upgrading" the Prefabs that come in this release. This resets all settings and generally seems to break the script when entering Play Mode.

Rebuilding from the prefab in your scene from scratch appears to work fine.

[UdonSharp] Encountered exception while upgrading scene behaviour BetterPlayerAudioController (Guribo.UdonBetterAudio.Runtime.BetterPlayerAudio), exception: System.InvalidCastException: Specified cast is not valid.

ReadMe Typo

Describe the bug
It's cool that you listed my world, but it's The Great Pug. ๐Ÿ˜…

Thanks!

scripting errors on import

When I try to import the .unitypackage or the zipped folder to my VRchat world, there is a lot of scripts that are having errors with these kinds of descriptions :

The type or namespace name 'View' 'Pool' 'UdonEvent' etc... could not be found (are you missing a using directive or an assembly reference?)
'PlayerAudioController.OnEvent(string)': no suitable method found to override

issues

To Reproduce
Steps to reproduce the behavior:

  1. Download the latest unitypackage from https://Guribo.github.io/TLP/index.json
  2. Extract the files into the world directory
  3. Simply open your project and watch the console telling which errors are making the scripts unable to compile
  4. See error

Expected behavior
Apparently, everything should be fine.

Plattform:

  • [Windows 10] Desktop

Additional context
I tried using the Unity 2019 version and 2022 version. None of them worked properly

Performance Issues in Large Instances

I've noticed stuttering and generally poor performance after spending some time and a large instance (60-80 people) with more than one override zone. I want to say it feels like a memory leak as it gets worse over time but not able to say for certain as the only way to replicate it is in an actual instance.
It doesn't seem to happen if there aren't any override zones so I would bet the issue is somewhere in there.

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