Forum Discussion
Milkyjoe
12 years agoHonored Guest
Mic voice in world
I have an idea not sure if it would work, is have a mic on the oculus rift so u can here ur own voice in the game but depending where u are in the game u would here ur voice different so if ur in a cave it would have an echo the game could even realitically bounce ur voice of walls, or if your underwater ur voice would change to what it would sound like, maybe in a scary game u might here samples of ur voice used in some creepy way, not sure if this could work inless u use noise cancelling headphones so you cant hear you own voice but if it did i think it would add somthing to the being there effect.
7 Replies
- IncredibleCptMoHonored GuestYeah i have thought about stuff like that too... if you want to prototype that - there are some "ready to use" solutions in the Unity asset store. Also you can set up echo zones and whatnot in unity. Basically you can define areas that modulate sounds played within them - like cut out certain frequencies (low/high pass filter) and so on - i think combining that features should do pretty much open that door for you.
A good example where something similar is used would be "company of heroes"(strategy/tactic game) - don't know if you played that (everybody should) and noticed this. The sounds played by the units are pretty clear when they are on screen/ close to the camera. When they gain some distance however there is lots of static and stuff - emulating a radio being used ... i aways liked that. Would work great in a BF1942-ish game or an survival sandbox game.
In my opinion an ingame voice/comunication system that works after game specific rules can really enrich the game indeed.
I recommand to check the voice over ip stuff in unity's asset store and unity's sound features - i like unity but there are probbaly the same prossibilites inother dev environments. - rcHonored GuestI've thought about this too and think it'd be really cool but...
"Milkyjoe" wrote:
...have a mic on the oculus rift...
It'd probably be best to just use a high quality headset to get the audio - which many people already have. No sense in half-assing another feature into the Rift. - kevinm1278ExplorerI see many people using the Turtlebeach X12s and that's what I use as well. It has an incredibly sensitive mic on it. I turn it backwards behind the head so that I can talk to the people that are using the rft with them on. The voice altering effects should be pretty simple to implement.
- phillyproHonored Guestproblem with the headset idea is if oculus doesnt do it....no dev will implement that kind of sound reverb in their games
- rcHonored Guest
"phillypro" wrote:
problem with the headset idea is if oculus doesnt do it....no dev will implement that kind of sound reverb in their games
Devs that care about immersion will be implementing natural reflection and reverb into their audio anyway (if they haven't already). Adding an extra sound source once you have all that will be relatively trival.
Oculus can't, doesn't need to be, and shouldn't try to be Atlas: carrying the entire weight of the world on it's back. - diegocesarettiHonored GuestI think that what oculus could do its to release in the future a pair of headphones with a mic designed for vr purposes (wireless, low latency, etc), but the hmd should not have more hardwae that whats nesessary cause it would add more unnesesary weight to it
- svenProtegeHaving a (decent) mic on the Rift would give quite a few nice advantages:
- For developers they could just assume that every user who has a rift also has a microphone. I hope voice will be the most important way of communicating in VR.
- You wouldn't have to use it, but if you do, you have a much bigger choice regarding headphones - not just headsets! Also, good headsets are disproportionately more expensive than good headphones.
- The microphone would be in a very good location (away from the breath but still near the mouth).
A microphone definitely requires a physical on/off switch. The API can then tell the program wether it's turned on or off.
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