![]() To make this level of control possible, we’re introducing many new instances. Have you ever wanted to emit a single sound from various 3D locations simultaneously? What about altering players’ voices? How about implementing team chat or creating a functional walkie-talkie? Our new API finally empowers you with the control over sound and voice chat that you’ve been asking for - and much more! We’re excited to unveil the beta release of our new Audio API, which includes highly anticipated controls over sound and voice that previewed at RDC! This will be fixed within the next couple of weeks, but for the time being we recommend implementing team-chat permissions through connecting & disconnecting Wires Known Issue: We are aware of an issue where AudioDeviceInput.AccessType does not replicate correctly. ![]() Today, if you do not enable this API, Voice Chat will retain the older implementation, and any AudioDeviceInput created will not produce any sound.īecause this is a beta, we strongly encourage you to test the new API in private servers with a variety of operating systems before updating your public experiences! VoiceChatService.UseAudioApi is currently opt-in, allowing time for you to try the changes out. We’re walking through several examples below, including: voice input, multiple listeners, post-listener effects, and in-world microphones. There are 15 new instances, and we’ve created an Audio API tutorial placefile for you to experiment with. We’re launching the our new Audio API Beta so you have more control over sound and voice in your experiences. Please keep your comments coming - this is a beta, and your feedback helps us address what you find faster! We will update this post when we resolve these issues. ![]() We’ll re-enable this after reviewing and optimizing its capabilities & performance. We will be temporarily disabling AudioAnalyzer:GetSpectrum while we investigate an issue.Please ensure that you test your experiences’ servers with many players before going live. We are aware of a crash that may occur when voice-enabled experiences approach the max server capacity limit of 50 players.AudioDeviceInput.AccessType now replicates correctly.Greetings Creators! There are a few updates since we posted last week:
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