Added startup tutorial to Getting Started authored by Rouben Rehman's avatar Rouben Rehman
...@@ -207,3 +207,65 @@ Now VA should output its audio directly to Virtual Audio Cable without the need ...@@ -207,3 +207,65 @@ Now VA should output its audio directly to Virtual Audio Cable without the need
> ### Note > ### Note
> While this method is simpler than method 1, as of 10.01.2023 it is not equally well tested. > While this method is simpler than method 1, as of 10.01.2023 it is not equally well tested.
## Start-up
### Starting the control server
Navigate to the `Server` directory and run `start.bat`. You should see a console window like the following:
![cmd](uploads/af44b2e0e0ed49efdce5d562a1dff9f0/cmd.png)
Now open a modern browser (try to avoid Edge or Internet Explorer) and navigate to [http://localhost:7273](http://localhost:7273). Log in with one of your configured users. You should see the following dashboard:
> ### Note
> Some browsers try to prevent you from visiting unencrypted http sites, even on localhost. Some browsers may even try to automatically redirect you to http**s**://localhost:7273. This won't work, so you may need to change your browser settings to allow basic http connections (on localhost).
<br>
![dashboard](uploads/e977b58ffd31b232ed14fda1c60dc6f0/dashboard.png)
<br>
Clicking the accordion modules will expand them, modules (VA or Signalling Server) can be started and stopped by clicking the button and their output will be piped to the text field inside the accordion module.
You can either just start the component you need, or start both VA and the Signalling Server at once by clicking `Start` on the top right-hand corner of the page.
### Starting the Unreal Project
If you configured your Unreal project correctly (see above), you can start it once VA and the Signalling Server are running.
#### Starting from the editor
If you want to start your project from the Unreal Engine editor, you will need to:
1. Paste this line: `-AudioMixer -PixelStreamingIP=localhost -PixelStreamingPort=8888` under
`editor -> preferences -> play -> additional launch parameters`
2. Start your game as `Standalone Game`
<br>
![start_game](uploads/879f152651774326d222c00ac1c6ae08/start_game.png)
<br>
#### Starting a bundled project
If you bundled your project into an executable, you will need to start it with the additional launch parameters `-AudioMixer -PixelStreamingIP=localhost -PixelStreamingPort=8888` as well. This can be done for example from the command line (`./<project name>.exe AudioMixer -PixelStrea...`).
<br>
You should be able to see `Streamer connected: 1` in the Signalling Servers output after you started your project.
### Connecting to the stream
If the signalling server is running, the stream's website will be available under [http://localhost](http://localhost).
> ### Note
> Again consider the potentially blocked http connection (see above)
If an Unreal project is connected to the Signalling Server, it will be displayed on the streaming website and streaming can be started by clicking the large "Play" symbol. Once a user clicks that symbol, a VoIP call is relayed to the dashboard web page ([http://localhost:7273](http://localhost:7273)). This call carries VA's audio output.
When being on the dashboard page, your browser should ask you to allow the use of a microphone. As your microphone, select Virtual Audio Cable's `Line 1` and allow. You can also tell your browser to remember that decision so you don't need to allow it again every time you restart the setup.
> ### Note
> Firefox allows you to choose your input device when prompting for one, but other browsers might not. If yours does not, you can also just configure `Line 1` as your standard input device in Windows' settings.
<br>
> ### Note
> Even if you clicked "remember my decision", the dashboard web page still needs to have focus to grab the input's audio stream. If your users don't receive VA audio, try just clicking into the dashboard web page to bring its browser tab back into the OS's focus.
Your streaming setup should now be running on [http://localhost](http://localhost) for your machine, and on
*http://<your machine's local ip>* for everyone inside your local network. If you want it to be available over the internet, you will additionally get a domain linked to your public IP adress and enable port forwarding on port 80.
> ### Note
> When publishing the setup to the internet, one should add an SSH certificate to the SignallingServer and configure it accordingly to enable https connections. For more information, refer to Unreal Engine's PixelStreaming documentation
\ No newline at end of file