DJBOT Horizon Worlds Quest Link Headset Microphone / Oculus Virtual Audio Device MONO not STEREO
It's 2024.. Can we get Stereo? Not MONO? Please consider this feature request.. When users want to input audio via Quest Link Device under Windows I believe it utilizes the only Windows Device on the Recording Tab called "Headset Microphone / Oculus Virtual Audio Device" to do this. Alot of users using Horizon Worlds want to DJ Music via Spotify etc. This is how its done. Yet what most don't understand is its being sent through a Mono 1 channel 16bit 48khz Device Driver? (correct me if I am wrong) After years of testing this it appears it definately MONO as playing any Beatles Stereo panning song results in not ever hearing 1 of the LEFT or RIGHT channels eg. voice of singer. OPTIONS Add a second device "LINE IN" for this which is 2 channel stereo for audiophiles. Add 2 channel stereo to the exiting "MICROPHONE" device. MOST URGENT give us an option to toggle any Noise Cancellation that is done on this device. Most of the quiet parts of music becomes rather GLITCHED lagg sounding most likely due to the filter that has to be applied for MIC users? There really is no need for this using Quest Link. See YouTube Audio Glitch Test: https://youtu.be/rSKav5vO3MU Share your thoughts...916Views0likes1CommentPossible to access microphone in Quest 3 via Airlink in Windows 11?
Hi there, I'm currently planning to develop a PC VR app that uses pyAudio(ie. Python Audio) to capture and process live microphone input, with the Quest 3 connected to the PC(a Windows 11 laptop) via Airlink. So I'm wondering if the microphone is recognized by Windows 11 and accessible to Python just like my laptop's microphone(ie. as a 2nd recording device)? Btw my current understanding is that under Airlink, the Quest 3's tracking data and microphone input are beamed to the laptop via the wifi network while the rendered video/audio output are beamed back to the headset. So is this correct? Many thanks! Melvin Eng.947Views0likes0CommentsQuest Pro Eye-tracker not detected in Unreal Engine (Air link)
Hello all, I am trying to do eye-tracking research with Unreal Engine 5.3.1 + Quest Pro with OpenXR plugin running PCVR but ran into an issue that UE does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it. I have "eye tracking over Oculus Link" enabled in Oculus App and have enabled eye-tracking in Quest Pro, and the following blueprint is attached to the VRPawn Event Graph, and I am using Air Link while development the app. The output is using LabStreamingLayer (if someone has experience with it also love to get your input) but I think the issue is at the connecting to the eye-tracker side. I tried to use the following nodes to check if the eye-tracker is connected and it gave me false. Thanks so much!! It is really hard to find Quest Pro eye-tracker resources......2.8KViews0likes3Comments