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mousebear
Honored Contributor
October 27, 2021

Voice SDK (Feedback/Issues)

  • October 27, 2021
  • 100 replies
  • 54547 views

Do you have any feedback and/or issues in regards to the Voice SDK? Use this place to discuss, as we'll have members of the team reviewing this thread!

 

Read the blog on Presence Platform (of which the Voice SDK is a part of) here: https://developer.oculus.com/blog/introducing-presence-platform-unleashing-mixed-reality-and-natural-interaction-for-oculus-developers/

    100 replies

    asquaredevs
    Participant
    February 1, 2022

    We are currently developing a VR simulation for Emergency Services to train users in the language and vocabulary used by personnel responding to active shooter situations & other mass casualty events. Our application relies heavily on speech recognition, and we have implemented Oculus's Voice SDK, which uses Wit.ai, and it works perfectly for our needs.

     

    Unfortunately, due to the nature of the delivery of the training program; we cannot guarantee internet access at the locations of the training, and we are looking to implement an offline solution, which to our knowledge is not supported.

     

    We are looking to inquire:
    1.) Is there possibly an offline-supported package for Oculus's Voice SDK using wit.ai that may be available?
    2.) We use a mobile server to network our training; is there a way we can host the required wit.ai software on our mobile server?

     

    Please let us know if either of these are possible or if another solution to support this speech-to-text software offline for the purposes of our Emergency Services simulation.

    New Participant
    July 5, 2024

    Hi There, Did you get any solution for offline-support in voice sdk as I have implemented VoiceSDK TTS but its working online and in the docs they say by using Preloading TTS Files can use it offline but theres no implementation for Preloading TTS Files on internet , I searched everywhere how to implement the offline Preloading TTS as per docs..

    New Participant
    February 21, 2022

    .

    New Participant
    March 14, 2022

    Hoping this is the right place to ask about OVRLipSync!

     

    Found an issue with OVRLipSyncNative on M1 MacOS computers, specifically the AVX instruction set not being present causing an "illegal hardware instruction" error to be thrown.

    There is a writeup about how to deal with the M1 mac here: https://medium.com/macoclock/m1-rosetta-2-limitation-illegal-hardware-instruction-a3b48fae02e

    It seems that releasing another version of libOVRLipSync.dylib that checks for the hardware supporting certain extensions for x86_64 might help. Hope this improves OVRLipSync for other developers!

    samurat
    Up and Coming
    May 11, 2022

    If I have not done something wrong, on Quest2 when App Voice Experience prefab gets created if the microphone permission is not already given it prompts for the permission, but after I accept the permission, calling Activate method doesn't make SDK start listening unless I restart the app. 

    And there is no property for checking if the Voice SDK is initialized properly and working either which might be nice to have in some cases. 

    Thanks 

    New Participant
    October 26, 2022

    Hello.
    Unreal5 is trying to use wit.ai
    Calling "Send Transcription (TEXT)"
    Perform "HttpRequest->ProcessRequest()"
    The callback is not returning.
    Could you tell me how to solve it?

    New Participant
    December 15, 2022

    Hi! I was hoping some could help me with an issue when restarting the scene I get this error, 

    NullReferenceException: Object reference not set to an instance of an object
    Facebook.WitAi.WitService.OnEnable () (at Assets/Oculus/Voice/Lib/Wit.ai/Scripts/Runtime/WitService.cs:156)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

     

    NullReferenceException: Object reference not set to an instance of an object
    Facebook.WitAi.WitService.StopRecording () (at Assets/Oculus/Voice/Lib/Wit.ai/Scripts/Runtime/WitService.cs:293)
    Facebook.WitAi.WitService.Activate (Facebook.WitAi.Configuration.WitRequestOptions requestOptions) (at Assets/Oculus/Voice/Lib/Wit.ai/Scripts/Runtime/WitService.cs:188)
    Facebook.WitAi.Wit.Activate (Facebook.WitAi.Configuration.WitRequestOptions options) (at Assets/Oculus/Voice/Lib/Wit.ai/Scripts/Runtime/Wit.cs:49)
    Oculus.Voice.AppVoiceExperience.Activate (Facebook.WitAi.Configuration.WitRequestOptions options) (at Assets/Oculus/Voice/Scripts/Runtime/Service/AppVoiceExperience.cs:113)
    Facebook.WitAi.VoiceService.Activate () (at Assets/Oculus/Voice/Lib/Wit.ai/Scripts/Runtime/VoiceService.cs:113)
    EventManager+<RutineStartEvent>d__16.MoveNext () (at Assets/Scripts/EventManager.cs:63)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c6b52566f59b49fc861a7812a1ea2f6b>:0)

     

     

    I have already tried to destroy the object before leaving the scene, instatianting the object as a new object, making it a singleton and dont destroy on load, also tried to added the missing component directly to the object to no avail thanks for the help!!

    New Participant
    December 15, 2022

    Found it, on the AudioBuffer script Meta implemented incorrectly the singleton, a work around is to add the "dont destroy on load" so that the AudioBuffer will stay alive been on scene reaload but the solution is to reimplement the singleton instance 

    New Participant
    January 5, 2023

    Thanks for pointing the issue of Audio buffer out  pablo.lamont.5 ,

    do you mind sharing your implementation that fixed the issue. Thanks!

    New Participant
    December 17, 2022

    hello there! im just following the documentation to setup a wit app with unity, https://developer.oculus.com/documentation/unity/voice-sdk-tutorials-3

    everything is working until i try to add a onFullTranscription Event on my App Voice Experience gameobject, the problem is that i can't add the event list, some workaround? 


    i've clicked it many times but can't figure out how to create the event

    im using the las SDK version

    RiverExplorer
    Honored Contributor
    January 27, 2023

    I found a similar thing with OnDIctationSessionStopped. It looks like the 'AppDictationExperiance" does not use that event, so my project can't add one. I have 45+ years C++ dev, learning C#. So I am not sure what it means yet. I did track the event down by finding the definition of each inherited object or interface. To see  that it did in fact exist. And FYI: onFullTranscript shows up for me. I found your issue while looking for mine.

     

    RiverExplorer.US]@gmail.com https://RiverExplorer.games
    February 23, 2023

    Hi,

    Oculus Voice SDK read or you can say speaks only 140 character form text is there a way we can increase its limit to some ware around 500 of even greater so that it text to speech can work better in my case.

    Details :

    using unity 2021.3.16f1 LTS

    Thank you.

    Any help will be appreciated.

     

    April 5, 2023

    It's absolutely fine. but if you could guide me in which script i need to do the changes then that will be a great help to me.

    RiverExplorer
    Honored Contributor
    April 5, 2023

    I did not change any script. I wrote my own. They already have a queue (or batch) API. It came out in one of the last few API updates. Splitting of text is just basic character manipulation.

     

    RiverExplorer.US]@gmail.com https://RiverExplorer.games
    April 5, 2023

    Okay, I will also try to do that. Thank you for your help 👍