Gregory Osborne
Gregory Osborne2mo ago

Receiving audio data on quest is different than receiving on PC

Trying to listen to the Voice Data event on Realtime Avatar Voice. On PC the chucks come in sizes of 480, while on the Quest headset they come in sizes of 160. This means that audio I record on the Quest using the voice data event ends up sounding like a chipmunk when I try to rebuild it. Is there something I'm misunderstanding about the Voice Data event and how I can use it on the quest?
2 Replies
kapa.ai2mo ago
Hi @Gregory Osborne. I'm, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- Hmm, I don't know enough to give you a confident answer yet. However, based on the information provided in the knowledge sources, the RealtimeAvatarVoice component in Normcore handles voice chat and it works with Unity's audio engine. It includes an AudioPreprocessor that automatically sets the gain for the microphone and filters out background noise, reverb, and echo cancellation. The RealtimeAvatarVoice component creates an AudioSource if one is not present, but you can add your own AudioSource component and configure it in the Unity editor. RealtimeAvatarVoice will detect and use your AudioSource instance. It's also worth noting that most platforms default to using hardware echo cancellation supplied by the operation system, so the AudioPreprocessor's echo cancellation functionality is not required. For more detailed information, you may want to refer to the Normcore Documentation ( ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai2mo ago
<@345432116600766475> is still learning and improving, please let us know how it did by reacting below