EOS Voice Chat - Can only hear clients who joined before

Context:

  • I have tried this both with EOS and EIK leading up to the same result.
  • I can create a lobby, find, and join it.
  • I am using two PCs to test with different account.

Issue:
When the host(A) creates a lobby, and a client(B) joins it the host(A) voice is broadcasted to clients(B) computer, however not the other way around. When a third client(C) joins, they can hear both the host(A) and the client(B), but nobody can hear it(C).

Is there a bug, or has anyone else faced this issue and managed to solve it?
Does anyone have a working two way voice chat working on their project and is willing to cross reference implementations?

What version of UE and EOS SDK are you using?

UE 5.6.0; EOS SDK v1.18.0.4

Hello :grinning_face:

In my case, using EOSSDK 1.17.1.3, and this issue only occurred on the Steam platform.

Why not try the eosvoicechat commands in the console to check the status?
In my case, using "player setvolume ~” allowed me to hear the client player’s voice.

eosvoicechat player setvolume instanceid={id} userindex= {index} playername={name} volume=1.0

Based on this result, we set the client’s volume using SetPlayerVolume for the VoiceChatUser (host) at an appropriate time.

Is volume=[not set] also being output in the log like this?

LogEOSSDK: LogEOSRTC: RTCAudio UpdatedParticipantState ParticipantId=[000…5ab] subscribed=[Yes] volume=[not set]