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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

    New Participant
    April 7, 2023

    The following error occurs when I try to include App Voice Experience into the Scene and activate it.

    Platform service is not available: GK Check Failure - User does not pass the gatekeeper check
    
    Oculus.Voice.Bindings.Android.VoiceSDKListenerBinding:onServiceNotAvailable(String, String)
    
    System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    
    UnityEngine.AndroidJavaProxy:Invoke(String, Object[])
    
    UnityEngine._AndroidJNIHelper:InvokeJavaProxyMethod(AndroidJavaProxy, IntPtr, IntPtr)

    I could see that voice sdk is trying to access 'com.oculus.assistant.api.voicesdk.immersivevoicecommands.IVCEventsListener'. Given that voice commands is not available outside of US, does it mean, we can't use the Voice SDK too? Are these scenarios related or is the issue related something different.

    New Participant
    May 1, 2023

    Hello, 
    I have an issue in "OnfinishedSpeaking" function that TTS provides. I am adding an event listener for this but the function isn't called. Here's the code reference to it: 

    void OnEnable() {
    Debug.Log("OnEnable");
    _speaker.Events.OnStartSpeaking.AddListener(_OnStart);
    _speaker.Events.OnFinishedSpeaking.AddListener(_OnFinish);
    }

    void OnDisable() {
    Debug.Log("OnDisable");
    _speaker.Events.OnStartSpeaking.RemoveListener(_OnStart);
    _speaker.Events.OnFinishedSpeaking.RemoveListener(_OnFinish);
    }

    public void _OnStart(TTSSpeaker arg0, string arg1)
    {
    Debug.Log(message: "On Start Speaking");
    _animator.SetBool(Talking, true);
    }

    public void _OnFinish(TTSSpeaker arg0, string arg1)
    {
    Debug.Log("On Finished Speaking");
    _animator.SetBool(Talking, false);
    SpeakNextLine();
    }

    _OnStart() is getting called but not _OnFinish(), once the audio gets finished.
    New Participant
    May 2, 2023

    Hello,

    I am trying to incorporate a voice recognition system using Wit.ai into a multiplayer game system where players can hear each other's voices using OVRLipSync and Photon Voice.

    However, when I start using voice recognition with Wit.ai, the audio that should be flowing through LipSync and Photon Voice stops.

    I suspect that when using Wit.ai, the "StartRecording()" and "StopRecording()" functions in Mic.cs may be stopping all microphones.

    Therefore, I am considering inserting the Audio.Clip for the microphone audio that is already being used by LipSync and Photon Voice into either Wit.ai's Mic.cs or AudioBuffer.cs, and sending only the flag to start voice recognition with the "StartRecording()" and "StopRecording()" functions.

    However, the program is complex and I am having difficulty implementing this. Could you give me some advice?

    New Participant
    May 24, 2023

    How can I use my own Voice Preset? I want it to sound like an old person.

    Up and Coming
    October 14, 2023

    am using unity voice sdk it work good in my PC but in PC of my friend it doesn't work at all we tested even the demo that come with the package it doesn't work 
    does voice SDK need any specific runtimes to be able to run in unity editor? 

    New Participant
    January 21, 2024

    I am noticing an issue with voice dictation.

    Basically, as I am speaking, I get the OnPartialTranscription callback repeatedly as expected.  Each time it gets called, the string tends to grow from what it was the previous time as expected.  However, every few seconds, the partial transcription starts over from scratch and no longer matches the previous call.  Furthermore, when dictation is stopped, the OnFullTranscription callback is called but the string that is passed is only a small fraction of what was actually spoken (the last few words).

    I believe these strings are coming directly from the wit.ai cloud app and there is no logic in the client that is doing this truncation so it is not something I can fix in the SDK.  Can you please fix the engine so that this doesn't happen?

    I am using Unreal 4.27 btw.

    Thanks.

    New Participant
    November 21, 2024

    I'm also currently having this issue. Is there a fix for this?

    simonmersus
    Participant
    February 28, 2024

    Upgraded my project from Unity 2021 LTS to Unity 2022 LTS and the Oculus/Meta SDK from version 58 to version 62. Fixed everything there was to fix, but i'm left with one warning related to the Wit configuration asset (I recreated a new one from scratch). The asset itself if I look in the inspector is looping endlessly, with the tabs Application/ Intents / Entities / Traits / Voices just loading and unloading one after the other (it would be easier to show with a GIF, but I hope you get the idea)

     

     

    RiverExplorer
    Honored Contributor
    February 28, 2024

    I have had a lot of problems with 62. I think it is because the asset store only updated parts of 62, and some parts are 60. Last I looked (a few days ago) it has not been fixed. I also tried downloading from META, it was missing many files that exist on disk, but not in the 'Project'. window.

    RiverExplorer.US]@gmail.com https://RiverExplorer.games
    SirLuicelot
    Participant
    February 29, 2024

    Hello, I'm trying to implement the Meta Voice SDK in an Android App for Smartphone using Unity, but not related to Unity. The Voice Dictation Sample works perfectly on the Editor, but when I do the build in the Android Logcat says that the "Info Unity [LOG] [VSDK AppDictationExperience] Dictation service unavailable" so I am wondering if that Voice SDK is exclusive to Oculus Platform or how does it work. Or maybe I need to use the wit-ai Unity integration in available on Github, the bad side of that is that I did test it and it does not seem to have the dictation service, is more like you have to manually trigger the detection and wait for the words to appear on screen, which is not what I look for. Can you please tell me suggestions on what can I do to solve this problem? Thank you in advance

    New Participant
    March 1, 2024

    How do I purchase development kit? I am a student and I need meta quest for my research. Kindly support