Microphone bug on Meta Quest 2 and 3 when putting the headset to sleep
Hello, We’re experiencing a Microphone bug when starting the Microphone the usual way, with "Microphone.Start()". What happens on the Quest 2 is that when we put the headset to sleep mode, by pressing the button on the side, the Microphone stops. BUT this bug is inconsistent, at least from our tests, it looks like the Microphone only stops if when coming back from sleep mode on the Quest 2, we get a popup window (like enter passcode, choose user account, etc.). If we don’t get a popup, from our tests, the microphone doesn’t stop. We don’t like that when starting the microphone on the quest there is always a black frame. Would it be best practice to always start the Microphone when coming back from an OnApplicationPause event? Do other people have that bug?471Views0likes0CommentsConflicting Microphone Access between PUN Voice Chat and Speech Recognition
I am facing an issue in my Unity VR project where the PUN (Photon Unity Networking) Voice Recorder and my ChatGPT Assistant's speech recognition, powered by Wit.ai, cannot simultaneously access the microphone. When PUN Voice is enabled, the speech recognition for the assistant fails, and vice versa. The challenge lies in dynamically switching microphone access between these functionalities to maintain both voice communication and effective speech recognition. Anyone has any solution to this?547Views0likes0Commentsv56 Firmware = Garbled Mic Audio
App records microphone input and sends it to a Speech To Text service. On the v55 Firmware this works fine with no issues. On headsets with the v56 Firmware, the microphone now provides nothing but garbled input (rushed and chopped up). I'm using the OVR Meta SDK and Vivox. Vivox is recording fine. Removing Vivox from the app still results in garbled input. Has anyone run into this? I can't imagine I'm the only one affected.Solved1.4KViews0likes1CommentRecord audio from microphone - issues accessing microphone in Oculus Quest
Hi! I am trying to record audio from the Quest's microphone, save that audio, and then play it back at a later time in the game. That being said, I'm having issues accessing audio from the Quest's microphone. I've looked at this discussion which suggests looking at the OVRLipSyncMicInput script from Oculus SDK. I've tried that and got a version working in Unity that records audio and plays it back right away, but once I load it onto my Oculus Quest I get issues. The issue in the Quest seems to be that the Android microphone seems to be turning on automatically and I don't know what is turning it on in this script. I've also attached my Android Manifest if there could be an issue with that. If anyone had any experience working with the Quest's microphone in Unity, that would be great if you could shed some light on this situation :) Here's my MicManager script (altered from OVRLipSyncMicInput): drive.google.com/open?id=1pU3eHvSrmBEm9TpTL39wF6ee-MzaNVD9 And here's my Android Manifest XML: drive.google.com/open?id=1pU3eHvSrmBEm9TpTL39wF6ee-MzaNVD9 Links to Google Drive :) Thank you!1KViews0likes0CommentsMicrophone with Oculus Go/Spotify
I am creating a music visualization application for the Oculus go, to allow people to play their own music and have the environment move with it. I was wondering if anyone has got the input from the microphone working, and if it would be viable for the product, or if there is Spotify API that works with the Oculus Go. Thanks.730Views0likes1Comment