manifest.json issue in setting up vivox

Hi :slight_smile:

I’m going the setup guide for vivox , i’m at this point :

“To streamline the process of handling player identity, add “com.unity.services.authentication” to the manifest.json file.”

I think there’s a value that should come after “com.unity.services.authentication” as just adding this doesn’t work, but I don’t know what value to use, can anyone help me please?

Instead of manually editing the manifest file you can add the “Authentication” package from the package manager, which has the same effect.

Thanks, not used Authentification before so it’s been a good learning experience.

Could you answer me a question about Vivox please as the answer will determine if I proceed - does it have an automatic voice activation detection feature? I want my app to automatically detect when the user speaks, and do stuff with the microphone input (send the audio to openai for speech to text transcription) and detect when the speech has stopped.

Meta’s Wit AI can capture mic audio and transcribe it but it offers no automatic voice detection feature, you have to press a key/button first to let it know you’re speaking, I don’t want that. There is a mention of Voice Activation Detection in the Vivox documentation but i just want to check.

I think it does have an event that you can subscribe to. Check the get started guide and / or the sdk reference in the table of content on the left: Vivox Unity SDK quickstart guide

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We do indeed support signaling when a participant in a channel is speaking!
You must be in an active channel to receive these updates but you can find the property here.
VivoxParticipant objects are provided by our VivoxService.Instance.ParticipantAddedToChannel event when you’re in an active channel and a player joins the channel.
When joining a channel with several participants already present, you will be given an event for each of them including yourself.
When you receive the VivoxParticipant objects from these events you can cache it and either update logic based on its SpeechDetected property or you can bind to its ParticipantSpeechDetected event.

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