Voice chat working for a minute, but then cutting out.

I am on the most recent version of normcore playing on Quest 2. RealtimeAvatarVoiceChat works for about a minute, then cuts off once the game starts. I am using the default unmodified script with a simple audio source attached. Any reason for this?
17 Replies
kapa.ai
kapa.ai3w ago
Hi @Horse Eater Beater. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- Based on the information provided in the knowledge sources, there could be a few reasons why the voice chat is cutting out after a minute in your Normcore application on Quest 2. Here are some potential causes and things to check: 1. Microphone permissions: Ensure that your app has the necessary microphone permissions set correctly. As mentioned in the Common Questions document, microphone permissions are crucial for voice chat to work properly. 2. Audio Source configuration: You mentioned using a simple audio source. Make sure the AudioSource component is properly configured. The Voice Chat documentation states that RealtimeAvatarVoice will use an existing AudioSource if present, or create one if not. Double-check your AudioSource settings. 3. Oculus Platform initialization: It's crucial to initialize the Oculus platform at runtime. As stated in the Meta Platform Prerequisites guide, failing to do this can lead to hard-to-track-down bugs. Make sure you're calling Oculus.Platform.Core.Initialize() or using the Entitlement Check sample provided by the Meta XR Platform SDK. 4. Meta App setup: Verify that you've completed all the necessary steps for setting up your Meta App, including requesting the required platform API access for features like microphone usage. The Meta Platform Prerequisites guide outlines these steps in detail. 5. Network issues: The voice chat cutting out could be related to network congestion or connectivity problems. Normcore uses WebRTC for voice chat, which includes congestion control mechanisms. You might want to check if there are any network-related issues when the game starts. 6. Room server configuration: Depending on the number of players and the complexity of your game, you might need to adjust your room server configuration. The Room Server Configurations document provides information on different server sizes and their capacities. If none of these suggestions resolve the issue, I recommend checking your player logs for any error messages, as mentioned in the Common Questions document. Additionally, you may want to reach out to the Normcore community on their Discord for further assistance, as there might be specific factors in your game causing this behavior that are not covered in the provided knowledge sources. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
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maxweisel
maxweisel3w ago
What Normcore version are you on? We fixed a bug that Meta introduced in a recent update. Also if you hit the max number of voices for audio playback in Unity that will cause the voice AudioSource components to stop playing. Make sure to set them to a higher priority
Horse Eater Beater
0 is the highest, correct? Newest one
maxweisel
maxweisel3w ago
0 is not the highest https://discord.com/channels/393839515074297858/852911447784947723/1328848956288929992 2.13.2 introduced the fix and it’s the latest version if you’re on that, then I expect it’s a voices issue in Unity
Horse Eater Beater
I am on that. Could it have to do with the entitlement checks from meta? I am not initiliazing the meta API or using the data checkups right now
maxweisel
maxweisel3w ago
if audio works and then stops, no entitlement checks would block audio altogether
Mechabit
Mechabit3w ago
you sure you aren't just far away? try a 2d audio source
Horse Eater Beater
I did a deep profile and got this error message "Autoconnected Player "Autoconnected Player" UnityException: EndRecord can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function." This shows and then voice chat stops working I am using an unmodified version of the RealtimeAvatarVoiceChat nothing else has access to it
Mechabit
Mechabit3w ago
are you changing scenes when this happens?
Horse Eater Beater
No It happens randomly like 3 minutes into gameplay I do switch scenes before I start from a lobby scene then switch to the game and about three minutes into game it throws that error
maxweisel
maxweisel3w ago
does it stop for all players? if it stops for one player do you mean that one player can’t hear anyone else or all players can’t hear that one player?
Horse Eater Beater
It means both, I was playtesting with four people and all of the sudden no one can hear eachother. Once it stops working it seems like you can’t hear anyone else, or maybe it’s stopping working for everyone at the same time.
maxweisel
maxweisel2w ago
do you hear anything else in the game? it's tough for me to think of something that would hit everyone all at the same time, but regular multiplayer would stick around all audio and datastore data passes through the same server / packets so you can't lose connection to one and not the other If it happens the moment you do a scene reload, it could be the microphone device instance not getting disposed by the previous scene unload, but that wouldn't cause it to just suddenly drop way after the scene change if /all/ audio dropped, sometimes that can be caused by an object with an audio source getting a position/rotation with a NaN value in it. Unity will multiply the audio signal by NaN which will introduce an audio buffer with NaN and then all audio dies for the rest of the session
Horse Eater Beater
Yes you hear every normal sound, just not voice chat. I spawn sounds by spawning a realtime transform w an audio source on it and destroying it after. That still works. What happens is that voice chat will work then randomly drop off. It’s a very weird bug I agree Regular multiplayer is also still working as normal, only just the voice chat cuts off. Is it controlled on a different thread or through a coroutine that cause that error message?
maxweisel
maxweisel2w ago
The NaN bug won’t log an error at all, but it will kill /all/ audio honestly I’m stumped
Horse Eater Beater
Pretty sure its working now on the development build... nothing changed its so odd Praying it works on normal build

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