MaxEsin
MaxEsin2w ago

Microphone doesn't work

For some reason one of the clients run into this line and others can't hear it. Why is it happening and how can I fix it? I have 3 roles - Teacher, Player, Observer. No one can't hear the one who starts as player, but other roles are ok and player can hear other roles. I did find any problems with avatar prefabs, they are pretty similar. Class name AudioDeviceDataReader. Line 46 // If the next read head will be past the write head position, bail. if (nextReadHeadPosition >= writeHeadPosition) return false;
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2 Replies
kapa.ai
kapa.ai2w ago
Hi @MaxEsin. 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 in the knowledge sources, here are some possible reasons and troubleshooting steps for why the microphone isn't working for the "Player" role, while it works for "Teacher" and "Observer": 1. Ownership and RealtimeView
Normcore's voice chat (via RealtimeAvatarVoice) only works if the prefab's RealtimeView is owned by the local client. If the "Player" prefab's RealtimeView is not properly owned, the microphone stream will not be created, and thus no audio will be sent. Double-check that the "Player" prefab's RealtimeView is set up to be owned by the local client when instantiated. This is a common cause for voice not working for a specific role, even if the prefab looks similar to others.
See more: Voice Chat Setup 2. Prefab and Component Setup
Ensure that the "Player" prefab includes a RealtimeAvatarVoice component and that it is correctly attached to the root of the prefab, just like the other roles. If the component is missing or not properly configured, the microphone will not function. 3. Microphone Permissions
If you're on a platform that requires explicit microphone permissions (Mac, iOS, Android), make sure permissions are granted. Normcore will print an error to the console if permissions are missing. Check the player logs for any such errors.
See more: Voice Chat Troubleshooting 4. Audio Buffering Logic
The code snippet you referenced:
if (nextReadHeadPosition >= writeHeadPosition)
return false;

if (nextReadHeadPosition >= writeHeadPosition)
return false;

suggests that the audio buffer is empty or not being filled. This could happen if the microphone is not started, not providing data, or if the audio stream is not being created due to ownership or prefab setup issues. 5. Check for Model Sync Issues
If your custom component isn't syncing, make sure it was added after converting to a RealtimeComponent subclass and is present in the RealtimeView's component list. If not, remove and re-add it to the GameObject.
See more: Custom RealtimeComponent Sync Summary of steps to fix: - Ensure the "Player" prefab's RealtimeView is owned by the local client. - Confirm the RealtimeAvatarVoice component is present and correctly configured. - Check microphone permissions and logs for errors. - Make sure the prefab is instantiated using Realtime.Instantiate() and not Unity's default Instantiate(). If all these are correct and the issue persists, compare the instantiation and ownership logic for the "Player" role with the other roles, as a subtle difference there is often the root cause. If you need more detailed debugging, please provide the instantiation code for the "Player" prefab and any relevant log output. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2w ago
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