Hello,
I have disabled the sound of the main channels to recover only the sound coming from the audio taps
because otherwise I hear the sound twice and it echoes
but I can no longer use “speech detected” directly on the participant
is there a way to recover speech detected on an audio tap?
Hey, Johny_Boy!
This is currently a known issue with our participant audio taps when using the “Silence in final mix” option either in the editor inspector or via our VivoxParticipant.CreateVivoxParticipantTap API
If this is what you’re doing, a workaround we can provide is:
- Disable “Silence in final mix on participants” on created participant taps
- Create a channel tap for the channel that the participants will be in that you want the default audio muted for
- Create a GameObject and
.AddComponent<VivoxChannelAudioTap>()
- Note: You can key off of our
ChannelJoined
event to create the add the VivoxChannelAudioTap
component as soon as you join the channel.
- Set the
VivoxChannelAudioTap
object’s attached AudioSource
volume to zero, or otherwise mute it in some capacity
This will cover muting Vivox’s default audio while still allowing for audio to flow through the participant tap(s) while avoiding the noted issue with VivoxParticipant.SpeechDetected.
If any of this is unclear, or the issue is not resolved, please let me know!
Hey, UnityGarChar
I solved it, thanks
I only need to recover the sound of the audio taps,
so I disable the output on none
so I continue to have the speech detected while capturing only the sound of the audio taps,
then I manage the mute/unmute or the volume directly on the audio taps
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