Determine if VoIP talker is talking or not
Hi there, In my app I am using Oculus voIP and getting the pcm samples for playback. That all works fine. However it seems like I am get the 480 samples regardless of whether the other player is saying anything. Is Oculus always transmitting voice packets even if the player is silent? I am not dealing with a push-to-talk game, so I don't have any players muted. However I thought that Oculus would have some sort of threshold to determine whether sound packets should be sent or not. Any idea how to detect if a player is speaking? I need this so I can drive the mouth moving animation. I suppose I could analyze the incoming PCM to determine if there are silent spots, but I'd rather not go down that route. Thanks!432Views0likes0CommentsOculus VOIP in Unity
Hi, I'm trying to learn how to use the VOIP feature in the Oculus platform sdk for Unity. I found the page on Oculus' site but I'm running into an issue with the call to start. Where I am supposed to enter the userID (ulong), I'm not certain what it is asking for. Is it asking for the unity network userID or a unique Oculus userID? How can I get that ulong? Or if anyone knows of a good tutorial/video on setting up the VOIP feature, that would be great :)1KViews0likes3CommentsVoIP tell if other connections are muted/ not talking
Hi, I am implementing the platform VoIP feature and have put in push-to-talk (through 'Voip.SetMicrophoneMuted()'). However I need a way of telling if other users currently have them selves muted or not. I need to know this so I know when to show their name with an icon next to it while they are talking. Does the current system using 'VoipAudioSourceHiLevel' have a way of telling this or will I have to make a work around?565Views0likes0Comments