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Quest 3 microphone input for VOIP appears to be gathered or transmitted incorrectly. Audio received by other peers from the Quest 3 peer is played back on a short loop and misses samples.
As a workaround, we now fall back to the old dotnet WebRTC implementation on Android. This is the case as of 2ca2da6 (and so v1.0.0-pre.3).
@k-lara suggested it may be a sample rate issue, good place to start!
Related info:
Audio the Quest 3 peer receives from other peers is played back correctly.
Quest 2 works fine, send and receive.
The text was updated successfully, but these errors were encountered:
@bnco-dev, thank you for this fix! Does this mean we can now always assume 16Khz audio is sent from each peer? If so, I will change/note that in the Ubiq-Genie demos!
Not necessarily, unfortunately. On Web the frequency will be whatever the user's audio device uses. On other platforms, Unity is a bit unreliable in this area. The frequency you request is not guaranteed: on some devices, the frequency arg is just ignored (example). For #49 the apparent source of the issue was a mismatch between the actual sample rate provided by the hardware and the reported sample rate of the audio clip. Lots of issues all round.
Quest 3 microphone input for VOIP appears to be gathered or transmitted incorrectly. Audio received by other peers from the Quest 3 peer is played back on a short loop and misses samples.
As a workaround, we now fall back to the old dotnet WebRTC implementation on Android. This is the case as of 2ca2da6 (and so v1.0.0-pre.3).
@k-lara suggested it may be a sample rate issue, good place to start!
Related info:
The text was updated successfully, but these errors were encountered: