Gregory Osborne
Gregory Osborne
NNormal
Created by Gregory Osborne on 5/9/2024 in #🤝ask-a-question
Reconnect Audio after recording with the microphone
I've actually decided to avoid using the Microphone locally and instead receive data from the Voice Data event on the Realtime Avatar Voice component. But now I'm running into an error where on the Quest I get like 1/3 of the data and so rebuilding the clip makes it sound like a chipmunk
7 replies
NNormal
Created by Gregory Osborne on 4/13/2024 in #🤝ask-a-question
I'm trying to use Normcore to send audio source data over multiplayer.
I have finally figured out the input and output stream stuff, my audio clips are in fact sending data through those streams. However, the audio as it is sent gets very glitchy. I can tell that it's sending my audio because the volume of the glitchy noise increases in time with the audio as it's playing in a different place. My main question is about audioInputStream.SendRawAudioData(inputStreamFrameData); and audioInputStream.SendQueuedMessages(); Currently I have a function that's called in Update(). This function uses audioSource.GetOutputData(inputStreamFrameData, 1); Then, if (inputStreamFrameData != null) I call audioInputStream.SendRawAudioData(inputStreamFrameData); After this I also call audioInputStream.SendQueuedMessages(); I'm not sure if I should be doing this in a different place or a different way. Not entirely sure what the difference is between SendRawAudioData and SendQueuedMessages or how they're supposed to work
16 replies
NNormal
Created by Gregory Osborne on 4/13/2024 in #🤝ask-a-question
I'm trying to use Normcore to send audio source data over multiplayer.
When I call AudioInputStream audioInputStream = realtime.room.CreateAudioInputStream(false, 48000, 1); It seems that my StreamID is set to -1. What could be the reason for this? I notice in the RealtimeAvatarVoice script you check to make sure the stream id isn't less than 0. Am I calling the CreateAudioInputStream function wrong? what does an invalid stream id even mean?
16 replies
NNormal
Created by Gregory Osborne on 4/13/2024 in #🤝ask-a-question
I'm trying to use Normcore to send audio source data over multiplayer.
would you say a better solution would be to send the audio clip data as a synced array of floats and rebuild the clip on the other end with all the necessary information?
16 replies
NNormal
Created by Gregory Osborne on 4/13/2024 in #🤝ask-a-question
I'm trying to use Normcore to send audio source data over multiplayer.
The documentation isn't exactly clear on what the "GetAudioOutputStream()" function does. Will it automatically start playing audio from an audio source it creates, or do I have to use the output of that function and feed it into some audio source somewhere for it to play. How do I use the OutputStream for playing back audio?
16 replies
NNormal
Created by Gregory Osborne on 4/13/2024 in #🤝ask-a-question
I'm trying to use Normcore to send audio source data over multiplayer.
yeah, I currently have a metronome system that looks like it's synced between users, it's using the room time to define a global downbeat, I'm just currently at the stage where once I've recorded an audio clip (and it's been aligned to my metronome) I'd like to be able to play that data through the server. Taking a look at Kapa's suggestion now.
16 replies
NNormal
Created by Gregory Osborne on 4/10/2024 in #🤝ask-a-question
Able to connect to room from Unity Editor but get this error when building to the Quest 3
I added internet permissions into the android manifest and did a new build, but got the same error
8 replies