ive seen a few solutions for this, but none of them seem to work for me.
I am trying to implement voice chat using VIVOX in my game, however it causes my in-game sounds to be very low. it seems that the sounds are not being played on the speaker of the phone. The solutions on the knowledge base dont seem to help me very much so i am reaching out for help.
Trying the solutions provided on Github (UnitySpeakerFix) helps a little, but starting and stopping the voice capturing is very slow, and creates a lot of lag (average 0.5-1s)
Regarding the 0.5 - 1 second delay, I’m not sure there’s anything we can do as the iOS audio playback has its limitations here. However, I will certainly raise this internally for further investigation to see if anything can be done here.
We have noticed a big reduction in volume in IOS 16, everything was good before the update, and we are wondering what could be the issue, is this maybe related to the same thing? We are in Unity 2020.3.27f1 if that helps.
It actually is coming out of the earpiece speaker it seems.
And a bit more information, when in multiplayer our audio is set to the main speaker but because of this “bug” audio comes out of both speakers, the main and the earpiece and its extremely noisy. In singleplayer it just comes out of the earpiece, very strange.
This does sound like it’s potentially related to the iOS settings in your application. It’s also possible that the latest iOS version may have changed how the Unity Engine or Vivox interact with the OS and connected hardware devices.
If you are able, I’d recommend testing the latest LTS release of Unity (2021.3.4f1) and see if that changes the behavior. If not, you may also try keeping your AVAudioSessionCategory on AVAudioSessionCategoryPlayAndRecord even in single player game modes.
Let us know if you’re able to test and any findings you come across and we’ll figure out what our next steps are from there.