VOICE DROPS OUT WHEN USING HANDS FREE
I got my Gen 1 glasses a few weeks ago. For context, I am a rural physician and originally bought them so that I could visually communicate with specialists during an emergency (and still provide hands on care). Unfortunately, when I use the glasses for hands free talking, it keeps dropping my voice. I was doing a dictation at work and when I listened back to it, the voice drop out was significant. At first I thought it might relate to a setting that automatically adjusts for background noise. So I repeated part of the dictation with my colleagues remaining silent. Still dropped out. It happened again when I called into my ER. This is a significant flaw, especially when “hands free” is a key selling point. It’s frustrating enough that these glasses don’t communicate properly with iPhones, especially in my line of work. But to not be able to communicate effectively, is making me advise others against purchasing a pair.58Views0likes4CommentsMQDH not recording my voice
Whenever I’m using the MQDH for recording gameplay videos it doesn’t pickup my quest 3 mic, so my voice is absent ingame footage, and i need this for content creation, This is the step i follow 1. I cast and switch to cinematic to get that sweet wide view 2. I record from there There's not setting indicating wether or not i want my voice captured I hope it would just do that automatically Is there a fix for this Problem???480Views0likes0CommentsSpeechRecognition 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).1KViews4likes1CommentGetting to Android 32 with Unreal 4.27.2
Hi all, Quick summary here of what we needed to do to get our app(s) updated to API 32 - with Unreal 4.27.2 A bunch of this info seems spread out in other posts and I though collecting it in one spot might save others some pain Updating to API 32: - using Android Studio to configure the SDK to api 32 - just SDK Platform 32 and Sources for 32 are needed (we still have 29 installed) - Tools stay at 29 - we have 29.0.2 and 29.0.3 installed - Use the editor to set your android API to 32 Now problems we had with 32.. -Sideloads of builds installs didn't work, -Dev builds couldn't save logs -We couldn't launch one app from another Sideload fixes require changing /Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs Near the top.. add 'Android' infront of obb --> private const string TargetAndroidLocation = "Android/obb/"; Then in GenerateInstallBatchFile, around line 950 there are to spots where "$STORAGE/Android/" needs to be just "$STORAGE/" Also in that same method near the top.. make this always true.. bool bNeedGrantStoragePermission = true; //bRequireRuntimeStoragePermission && !bIsDistribution; To get logs and general functioning working: Some tags need to be added to DefaultEngine.ini, (..some of the following may not apply to all apps..) [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bUseExternalFilesDir=true +ExtraManifestNodeTags=xmlns:tools="http://schemas.android.com/tools" +ExtraApplicationNodeTags=tools:replace="android:name" (the above is needed if you use Vivox later releases) +ExtraApplicationNodeTags=android:allowBackup='false' ExtraApplicationSettings= +ExtraActivityNodeTags=android:exported="true" ExtraActivitySettings= +ExtraPermissions=android.permission.INTERNET +ExtraPermissions="com.qti.permission.PROFILER " +ExtraPermissions=android.permission.WRITE_EXTERNAL_STORAGE +ExtraPermissions=android.permission.READ_EXTERNAL_STORAGE +ExtraPermissions=android.permission.WRITE_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_MEDIA_IMAGES +ExtraPermissions=android.permission.READ_MEDIA_VIDEO +ExtraPermissions=android.permission.READ_MEDIA_AUDIO +ExtraPermissions=android.permission.ACCESS_MEDIA_LOCATION +ExtraPermissions=android.permission.MANAGE_EXTERNAL_STORAGE bAndroidVoiceEnabled=False Also to get the logs saving on the device, we could not see how to grant permissions to save them where it usually wants to. I think that is truly locked off, but instead change the destination to use "Downloads" instead of UE4Game as the root.. In AndroidPlatformFile.cpp //#define FILEBASE_DIRECTORY "/UE4Game/" #define FILEBASE_DIRECTORY "/Download/" Our apps use a central launcher so to start those packages you must be able to get visibility of them, (new in 30, I think) so some additions to the AndroidManifest.xml are needed -- this can be done in UEDeployAndroid.cs -- there is a section that checks for API >= 30 -- and it creates a "query" section.. to this we added the following (I've included the tag to end the <queries> for ref) Text.AppendLine("\t\t<intent>"); Text.AppendLine("\t\t\t<action android:name=\"android.intent.action.MAIN\" />"); Text.AppendLine("\t\t\t<category android:name=\"android.intent.category.INFO\" />"); Text.AppendLine("\t\t\t<category android:name=\"com.oculus.intent.category.VR\" />"); Text.AppendLine("\t\t</intent>"); Text.AppendLine("\t</queries>"); This lets our app discover and launch other apps. Hope this helps some one else! DR -6.7KViews9likes13CommentsMaking an object disappear using the voice SDK (programming experience: beginner)
Hello all, I am making a game where I want the player to enter a house. I am covering the house entrance with a game object which will be invisible. I want the object to disappear when players say a certain term or sentence, I am using the meta voice SDK but cannot figure out how to do this. If I am right I need a script attached to the object that makes it disappear, a button input to actually record someone's voice, and an event handler. I have already trained the utterances on Wit.ai632Views0likes0CommentsMicrophone permission prompt not showing up
I am developing on Quest 2. I am using the Agora RTC SDK which would access the microphone for voice input. I specified the permission in the AndroidManifest.xml file, and also ask it in the Unity code for access. However, the prompt isn't showing up on Quest 2 like it did on other Android devices. Is there something missing here? How does the others voice related app do this?1KViews2likes0CommentsOculus Avatar lip sync Issue with photon voice
Hi All, We are developing a multiplayer application with Oculus avatar system and photon voice chat. When we enable photon voice chat, Oculus avatar lip sync is not working. But Lip sync is working when we disable Photon voice feature. Please Help us to solve this issue. Thanks in Advance. We are using the following version, Photon voice 2 version 2.5 Unity version 2018.2.16 f11.6KViews1like4CommentsDedicated server with Oculus Voice
Hello! SculptrVR multiplayer currently runs on dedicated servers in the cloud. I want to use Oculus voice in this setup. Right now when I try to open a voice connection with another player it connects, but then never receives any data and times out. I believe this is because I'm not using an Oculus Net Connection since we're connected to the dedicated server directly. If I try to establish a session and connect, I think players will be connecting directly to eachother instead of to the dedicated server. The server cannot create a session since it's on Linux and has no Oculus SDK or Oculus account. Is there a way to get Oculus voice working with dedicated servers? Second question: can users connect in voice chat where one is on PC and one is Go/GearVR/Quest? These titles have different app IDs, but multiplayer works between them through dedicated servers. Thanks! -Nathan805Views0likes1CommentUE 4.19 and native voice spatialization
We're happily migrating to UE 4.19. In this version has been solved an important bug in the Oculus subsystem (present in UE 4.17 and 4.18) which prevented us from establishing a connection between a server and one or more clients; UE 4.19 has some interesting features which we would like to use: among these, the native voice spatialization. Before UE 4.19 we had to do some modifications to the engine's source code, in order to expose some references to the AudioComponents and correctly associate the AudioComponent to the right player. With just a little work we succeeded in using the newest UVoipTalker; as usually we tried it with the Null subsystem; then, when we made it work, we tried it with the Oculus' one, and so a bitter surprise: native voice spatialization does not work at all with the Oculus subsystem. Then we tried to understand why, and so we looked to the subsystem's source code, and actually we found that, apart from the Null subsystem, none of the other online subsystems uses this new feature. So, this thread is to ask if you are considering to implement, in the short-term, the usage of this new feature also in your subsystem.662Views1like1Comment