**Hi folks! Mat here, from Proteus.
URGENT: We develop a multiplayer app right now on the Quest, using VOIP & Expressive Avatars, with Unreal 4.22:
I’ll cite Mike aka @Ross_Beef on the problem: **
*" I wanted to flag something we came up against while we worked on this update, in case it was causing issues with folks building multiplayer Quest and Go experiences.
Android only allows access to the microphone from a single process. This wasn’t an issue when networking avatars previously, as the mic input wasn’t being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes.
Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros.
So either there’s no networked audio, or no blend-shapes. disappointed
Fortunately, Oculus VoIP and Photon both have an available workaround, in the form of the ability to relay the mic buffer using SetMicrophoneFilterCallback()
(for Oculus VoIP) as documented here: https://developer.oculus.com/documen…ts/dg-cc-voip/
We’re in the process of documenting the specifics of how this can then be wired up to Lipsync and Avatars in more detail, but in the meantime, please refer to Social Starter in the Avatar SDK Unity samples, which has implemented the Avatar / Lipsync / VoIP stack correctly. "*
As time running for our multiplayer, Expressive Avatars (of course with VOIP), would someone at Oculus/fantastic devs community give us some bone to chew on that? It’s unacceptable that multiplayer VOIP doesn’t work on their flagship product? Thanks all!