The Dissonance Comms component is the central place to configure Dissonance. There must be an active one within the scene for Dissonance to work.
This is a prefab for the audio playback system. For every remote player who is in the voice session Dissonance will instantiate this prefab, and use it to play the voice from that player. If left blank the default playback prefab included with Dissonance will be used. Read more about the playback prefab and how you can customise it here.
This will prevent the local player from sending any voice.
This is the set of access tokens which the local player has.
Clicking this button opens an inspector where audio settings relating to voice may be changed.
Clicking this button opens an inspector where rooms can be created or deleted.
Clicking this button opens an inspector where Dissonance diagnostic settings may be changed (e.g. log levels).
Dissonance Comms is also the central place to access Dissonance from scripts.
IsMuted : bool
If set to true the local player will not send any voice signal.
PlayerPriority : ChannelPriority
The priority of the local player, if a channel is opened with no priority set this priority will be used as a default.
LocalPlayerNameChanged : event Action
This event runs whenever the local player name is changed.
LocalPlayerName : String
The name of the local player, this will be initialised to a unique ID per player when Dissonance starts.
IsNetworkInitialised : bool
Indicates if the Dissonance network has been successfully initialised yet.
Rooms : Rooms
An object which exposes various properties and methods to do with rooms the local player is listening to. See further documentation here.
PlayerChannels : PlayerChannels
An object which exposes various properties and method to do with players the local player is speaking to. See further documentation here.
RoomChannels : RoomChannels
An object which exposes various properties and methods to do with room the local player is speaking to. See further documentation here.
Text : TextChat
An object which exposes various properties and methods to do with text chat. See further documentation here.
Players : ReadOnlyCollection
A list of
VoicePlayerState objects, one for each remote player currently in the session. See further documentation on
TopPrioritySpeaker : ChannelPriority
The highest priority of all remote players currently speaking in the session.
Tokens : IEnumerable
The set of tokens which the local player possesses.
TokenAdded : event Action
An event which runs whenever a token is added to the local player.
TokenRemoved : event Action
An event which runs whenever a token is removed from the local player.
Subscribes the given listener object to the voice activation detector (VAD) for the local player. When VAD detects speech the
VoiceActivationStart method will be called. When the VAD stops detecting speech the
VoiceActivationStop method will be called.
Unsubscribes a previously subscribed listener object from the VAD.
Begins position tracking for the player represented by the given object.
Stops position tracking for the player represented by the given object.
Adds a token to the local player.
RemoveToken(string) : bool
Removes a token from the local player and returns a bool indicating if that token was removed. This will return false if the player never had the token in the first place.
ContainsToken(string) : bool
Returns a boolean value indicating if the local player has the token with the given name.
HasAnyToken(TokenSet) : bool
Returns a boolean value indicating if the local player has any of the tokens in the given TokenSet.