Request for Enhanced Audio Routing Controls with External Microphones on Meta Quest
Hello Meta Team, I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones. Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as: Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes. Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through an external microphone and hearing output via speakers would enhance the experience. Application Flexibility: Several VR and AR applications rely on custom audio setups that would benefit from per-device audio control, similar to standard Android settings where users can select preferred input and output sources individually. Feature Suggestions: To enhance audio routing control, I’d like to suggest the following features: Option to Separate Input/Output Routing: Allow users to select audio input (e.g., an external mic) and output (e.g., internal speakers) independently, akin to Android’s audio settings. Persistent Device Preference: Provide a setting to enable/disable automatic audio routing to USB-C devices upon connection, similar to the “Disable USB audio routing” option on Android. In-App Routing Controls: Ideally, allow apps to query and set audio routing preferences directly, enabling custom audio experiences within VR applications. I believe that these enhancements would not only improve accessibility but also expand the creative and practical applications of the Quest headset. This type of control is becoming increasingly essential as more users integrate VR into production, education, and social environments. Thank you for considering this request. If there’s any way to provide feedback or be part of testing new audio features, I’d be happy to participate!351Views2likes0CommentsVoice Recording with Built-in Microphone on Quest 3 Problem
Hello everyone, I am currently developing a project using the Meta Quest 3 and hoping to utilize the built-in microphone for voice input recording. While writing the program to detect microphone devices, I found three available Microphone Device options: "Android audio input," "Android camcorder input," and "Android voice recognition input." Despite trying these options for recording and confirming that the microphone is enabled with the necessary permissions, I still seem to be unable to use the microphone successfully. I'm wondering if I might have chosen the wrong Microphone Device, or if there might be another issue. This problem has been troubling me, so I came here to seek advice.798Views1like1CommentDisable USB Audio Permission Request
I use a custom unity-application to display the usb camera input. But in order to connect the USB camera and charge the Meta Quest 3 at the same time, I have to connect the mq3 to a docking station. Every time I do this, I get a "USB Audio permission" request. When I interact with this request, the application crashes. How can I disable this request?968Views0likes4CommentsQuest 3 Audio Recording and Voice SDK at the same time
Hi, I am trying to use the audio input for voice command using Voice SDK but I also need to record the audio. There is a conflict and I tried to use another microphone for audio recording. I checked the Microphone.devices and there are three microphones available, but the second and the third microphone failed to Microphone.start: Android audio input Android camcorder input Android voice recognition input I guess my question is, how audio recording and voice SDK can exist at the same time. Can I use another microphone to do audio recording? Can I specify which microphone I want to use for voice SDK? Any device is appreciated. Thank you.553Views0likes0CommentsBIND_NOTIFICATION_LISTENER_SERVICE for Media Control/Metadata
Hello, I'm working on a music visualization app called Fizz in Unity. I am able to visualize system audio using the Android Visualizer Class and I'm able to control/pause playback by dispatching media key events to Android's AudioManager. However, I'm struggling to get current track metadata. The appropriate way to do this seems to be to use MediaSessionManager with a custom NotificationListenerService. Unfortunately, notification listener permission requires the user to manually enable it in settings. Quest OS apparently does not properly surface this permission and android.settings.ACTION_NOTIFICATION_LISTENER_SETTINGS goes to the generic system settings. I have confirmed that the full pipeline works by manually granting that permission with ADB, so the only thing blocking me is the missing option in settings. Unless there's another way to do this? Thanks! -S586Views0likes0CommentsSpeechRecognition in webxr
I was using a third party component to do speech recognition in webxr, but then realized there is a browser api for this. Quickly changed app to use this and realized it doesn't seem to be exposed on meta quest2. Anyone know if that's on the roadmap or it's maybe called something else? (I couldn't find anything that indicates it was implemented on the native oculus browser).1KViews3likes1CommentThe system incorrectly closes background programs, video, and sound.
I will use it for work 我會用它來工作 I need to switch between multiple apps frequently 我需要經常在多個應用程式之間切換 Need to hear all software sounds at the same time 需要同時聽到所有軟體的聲音 The new version of the system will automatically turn off background program sounds 新版本系統會自動關閉背景程式聲音 The background program did not crash and you can see that the program is still running.後台程式沒有崩潰,可以看到程式還在運作 I need to be able to hear the sound in the next version so I can do my job 我需要能夠在下一個版本中聽到聲音,這樣我才能完成我的工作 Maybe you could set a switch to choose which sounds are heard at the same time 也許你可以設定一個開關來選擇同時聽到哪些聲音 QUEST 3, to me, is not a toy, but a working tool QUEST 3 對我來說不是玩具,而是工作工具 Thanks487Views0likes0CommentsContinuos Voice Command with Voice SDK
Hi, In my application, the user will be speaking constantly and I want to use Voice SDK to detect whether a sentence counts as a voice command. I am following the tutorial here: https://developer.oculus.com/documentation/unity/voice-sdk-tutorials-overview/, and I tried to simply call AppVoiceExperience.Activate() on AppVoiceExperience.OnStoppedListening(). That didn't work. Any advice or alternative SDK is welcomed. Thank you.709Views2likes0Commentsaudio latency on quest 3
Hello Everyone, We are developing an app with multitrack audio recording. Using Unity Native audio plug-in SDK. On the quest 2 we have good results with compinsating for the latency. For the quest 3, it seems the latency is random. Any suggestion on how to tackle this ? or maybe someone had the same issue? Thank you549Views0likes0Comments